Incriptus wrote:I'm the regular GM for my immediate group of friends, however I've never tried to run a game in this kind of setting. However I am really motivated to try this out.
Most has been covered but of the top of my head
Incriptus wrote:What would be your advice for a mere-mortal who has never ran a "convention" style game?
No more than 6 players (make it 4 if its your first time and you run <6 regularly).
Pregens 1 page.
Minimalise the magic/psionic OCCs - too much choice or too much explanation required. The more diverse the abilities the more off shoot the decisions that will lead off your plot.
Low level characters (1-4 max)
Have a plot and an exciting (surprise) ending - too many exhibition games are just a combat scenario (attack this and retrieve/kill this).
Incriptus wrote:During your original outings what were your biggest surprises?
I write adventures that are way too long!
I allow players to lead things at their pace (not mine) - Im used to campaigns lasting years so we can spend a whole night talking tactics or shopping. That doesnt work for this...
Incriptus wrote:What lead to your biggest successes?
Pacing
Be obvious with leads and direction - its not railroading its moving the game forward (you cant afford to chat). If theyre not sure what to do next make a skill roll. Then give them a few options of what they may possibly do - that way they just have to pick one but u can be prepared for each but the freedom of choice is theirs.
Having an adventure that has parts that can be removed if necessary or kept in if time allows! - in my Lion, witch, warlock adventue (in my sig) it was a POH adventure. I left out the whole kidnap/hotel battle scenario every time I GM it at an exhibition!
Incriptus wrote:What lead to your biggest challenges?
Player interaction
Shy players
If you get a player who just ignores the obvious plot (I recall a POH game where a city was being attacked by undead and one player just wanted to fight in the arena whilst the rest of us helped defend the city-jeez...) Dont spend too much time on him. Dont detract from the others fun or your own to be nice to that one - he will soon say "I go join the others" cos hes bored. Harsh but fair.
Keeping everyone involved - come back to the quiet players as others can take over (Im a take over player)
Incriptus wrote:Thoughts on pacing/making your game fit well into a time slot?
4 hour game
3 combats max
Start of straight into action! Dont start in a tavern hearing rumours or looking at fkin job boards).
Make the group friends already - a well oiled machine briefed already and at the location of the first action or clue or siege etc.
Set your game into chapters and playtest - then set a timeframe for each chapter so you know when to progress the story.
NO INVESTIGATION - if the players spend more than 5 minutes actual time "knocking on doors or searching for clues" they are disheartened and bored and losing interest. Make them roll and give them a clue or two, see what they're discussing and if needs be give them another roll and 2-3 options of what/where to go next.