Tambryn |
I am considering trying to run an adventure at Paizocon. It will most likely be something using the Savage Worlds system. This will be the first time I have run a convention game. I am hoping that those of you with more experience will be willing to share it with me so that I can be as prepared as possible for con specific considerations.
What do you guys recomend by way of adventure design and preparation that might differ from a home game?
What do you wish you had know before running your first convention game?
Tam
Majuba |
Sean K Reynolds Contributor |
Plan for four combat encounters (assuming a combat in SW takes as long as it does in 3.5), but have one of them be an optional one you can skip if you're running short on time.
Have pregen characters for the players.
Build those pregens so they can use all of their abilities; in other words, don't give a character an "Ancient History" knowledge skill unless there's an opportunity to use the skill in your adventure. Likewise, don't give a character "Horseback Riding" unless that would come into play. Now, there's something to be said for giving that as a flavor element to give the player a "hook" to figuring out the character, but creating a library-oriented character in an all-action adventure session means the librarian's player is going to be bored and frustrated.
mearrin69 |
I don't have a lot of experience but will echo the comments of Majuba and Sean. I ran a Star Wars game at Paizocon last year and expected it to be long (i.e. not a 4-hour slot) but I still planned for how I might remove a number of the scenes if we were going long (but had them handy if we blazed through). It really is best if you can get your regular group to play through whatever you're thinking of running to make sure you've got all of the gotchas and timing down.
M