Con Artistry
By
Matthew McFarland
People in makeup and strange clothes run rampant. Clandestine games of “Rock, Paper, Scissors” are held in dark corners. Everywhere you look, a card game threatens to break out. The rattle of dice fairly shakes the earth. This is the majestic horror of a gaming convention.
OK, it isn’t all that momentous. But cons can be a lot of fun. I’ve been attending various cons off and on for a lot of years now. Game Masters usually get into cons free (that is, they don’t pay the registration fee, which can get pretty steep at times) so I always run at least one game, sometimes to the exclusion of playing in any others. I also try to get my friends who run games to attend. And that begins the real point of this essay.
A common response from less-experienced Storytellers is that they don’t wish to run games at a con. Reasons range from simple lack of confidence in their game-mastering skills to not wishing to run a game for a bunch of people they don’t know. While these are legitimate concerns, it is my hope that this essay will give a burgeoning “con artist” some idea of what to expect, and some tips on how to run a memorable con game.
The Basics
To begin with, let’s consider a few basic facts about the environment of a gaming convention. It’s noisy. There’s no way around that. You won’t be able to use mood music, incense, or any of the atmospheric tricks that require preparation of the space (since you typically won’t see it until right before your game). You’re going to have to speak up in order for your gamers to hear you, so if you’ve got diction issues, resolve them before the con.
Gaming cons are also crowded, and not many people go alone. That means that any of the people gaming with you might see people they know, and want to get up and say “Hi”. This makes for some game disruption, but you can’t chain them down. You just have to learn to deal with it.
I’ve noted in other essays that
gamers aren’t the most time-conscious of people, ordinarily. As far as cons go,
I’ll state that I’ve never started a con game on time. Usually, when
the start time for the game rolls around, I’ve got one player and I’m wondering
if I’ll have to cancel the game. And then, all of a sudden, an avalanche occurs
and I’ve got nine people who want to play in a 6-person game.
Finally,
the players you’ll have in a con game typically fall into two categories.
Either the players are fans of the game that you’re running (and therefore know
the system backwards and forwards, have read all of the books, and come
prepared with their favorite character which they’ve been playing since the
game’s first edition went on the market) or they have never played the game
before and are curious about it. Usually, a game at a con includes both types
of players, so you’ll have a group half-full of very knowledgeable players and
half-full of very confused players.
I’ve
had some pretty irritating players at my table during cons, including some
folks who have the audacity to correct me on rules. The folks who know the
system well often don’t seem to care if they overshadow the newer players, and,
in general, one finds a high incidence of power-gaming at cons. Some players
come to the table thinking that the game will be one long fight, some
deliberately make trouble for the other characters and the Storyteller, some
get bored and wander off to go watch Aliens two hours into the game.
So,
with all this in mind, I’m sure you’re wondering why in the world you’d ever
want to run a con game? Well, for several reasons, really.
First
of all, it’s a superb exercise in directing characters without railroading
them. That’s a subtle balance, and since con games are hard to make up on the
fly (as you typically don’t have the characters’ backstories to fall back upon)
you’ll probably need to gently nudge the characters towards your storyline if
they go off on a tangent.
Second
of all, you might just find some new players. This is especially true at
smaller cons that don’t attract people from quite as wide an area. If you’re
actively looking for a gaming group, go run at a con, and then ask if any (or
all) of the players would like to game on a more regular basis.
Finally,
it’s just fun. There’s something about cons that allows a “do or die” kind of
attitude in games that isn’t present in an ongoing game. You might find
yourself allowing more over-the-top ideas from your players, just to see how
they’d work, whereas doing so in your weekly game might well wreck the plotline.
It’s easier to take risks in Storytelling with people you’ll probably never see
again.
Preparation
Most
of the time, you’ll sign up to run a game several weeks (or even months) before
the actual con. This gives you time to knock the kinks out of the scenario
you’re going to present (unless you’re keeping it kinky, of course). Often
you’ll need to fill out a form for the con, including such information as how
many players you’ll allow, how long the game will be, what system (or rules
within a system) you’ll be using, a blurb for the program (if there’s going to
be one), and whether or not players can bring their own characters. Let’s
examine each of these in turn.
I
recommend no more than six players in a con game. I’ve ended up with as many as
nine, but that was in a game of Mage: The Sorcerer’s Crusade that I felt
would work well for a big group. The probably with games that large is that
it’s hard to give everybody your attention, and the group won’t be able to
interact as easily. This, in turn, means it’s easier for people to wander away.
If it’s your first time running at a con, I recommend a six-player game. That
allows for two groups of three, should the characters decide to split up, for
one thing. However, whatever your maximum number, I recommend that unless you
can stack your game (that is, you know for certain that a given number of
people are going to play) you make the game flexible enough for a minimum of
two players.
As
far as game length goes, guess. If possible, playtest your game with your
regular group before the con and try to gauge how long it’s going to be. Then
add an hour for waiting for players, chargen, screwing around, distractions,
and so forth. (Trust me here: an hour is optimistic. You need to add an hour
and you’ll still have to pay close attention to the clock.)
When your players arrive, ask if anybody needs to get out before the scheduled
end of your game. It happens with remarkable frequency that a player will
inform me halfway into the game that he’s signed up for a LARP (always a LARP!) and was just playing in this game to fill the time. I’ve
never actually throttled someone with my bare hands in such a situation, but
I’ve certainly told a few folks off. It’s more politic, however, to just ask at
the get-go. As far as actual game length goes, I recommend six hours, maximum,
unless you’ve really got a kick-ass game to run and you know
you’ll have players (in which case, what do you need this essay for anyway?).
Game
systems are pretty much are matter of taste. If you like the 1st
edition of Vampire: The Masquerade, go ahead and use those rules. Just
make sure that you note that in the program (if possible) and let your players
know before the game starts. Likewise, if you have any house rules that you
plan to apply (most GMs have a few), tell the players before you actually start
the game, just like in a normal chronicle. One of the main reasons to let folks
know what system you’re using is so that they can re-read the rules: in cons,
it’s often expedient if you can count on at least some of the players to be
able to calculate things like damage by themselves. A caveat here, though:
People cheat. Watch their dice, and if something seems improbable (“Wow, four
10s again!”), take a look at the roll. Also, beware
of rules lawyers. This may be a con, but you’re still the Storyteller, and if
you don’t like the way Lady 10-Sided (or 6-sided, or whatever) falls, you can
change it. Don’t ever let yourself get bullied by players.
When
writing a blurb for the con’s program, trying to make it enticing as possible,
without giving away exactly what’s happening. Assuming people actually read
those things (I always do), if there are three Werewolf games that have
blurbs to the tune of “Something goes wrong during a Rite of Passage” and one
that reads, “The Sept has fallen. You are the last survivors. The attackers
have been turned back…today,” I know which one I’d sign up for. (In fact, I ran
that last one at a recent con in Delaware, Ohio, and it went quite well.)
Again, mention the rules system, and any other particulars. I sometimes add,
“Rules lawyers die first!” to the end of my blurbs.
Finally,
we come to the thorny issue of pre-generated characters versus allowing the
players to bring their own. Both have pros and cons (no pun intended).
If
you let players bring their own characters, they will. By that I mean, they
won’t create characters for the game, they will bring their own (typically
the one they’ve been playing for years and may have doctored just a tad).
Occasionally, though, you’ll get someone who will follow whatever character
creation guidelines are set forth in your blurb, in which you’ll want to check
over the character for gross example of rules-raping (“Hmm…5 Dexterity, 5
Brawl, 5 Melee, etc.). The other option is to have the players create
characters at the table. This depends on how well the players know the system,
and how intricate chargen is. It’s a possible approach with White Wolf, as the
chargen system is relatively simple, but I wouldn’t recommend it for Chill
(which, while it has a superb chargen system, takes some explaining). Allowing
players to bring or create characters has two major disadvantages (above and
beyond the “Can I play my 5th rank Get of Fenris Ahroun who knows
sphere magic and 5 levels of Kailindo?” dilemma). First, any new players will
need your help anyway, which rather defeats the purpose of the exercise.
Second, the players will choose what they think will be helpful in the game,
but they might be wrong. This second problem with not creating the characters
yourself brings me straight into my discussion of…
Pre-generated
characters (or pre-gens). I admit I’m biased: this is the approach I nearly
always use. Even when I allow players to bring their own characters, I create
few just in case. Why? Well, throughout all of these essays I’ve been saying
(in a nutshell) that the key to running games really well is paying attention
to the interaction between the characters and the storyline; in essence, making
sure they mesh, either by tailoring the storyline to the characters or vice
versa. In a con, though, you’re creating the storyline ahead of time and you’ve
only got one session. That means that the characters must be able to function within that storyline, and the only way you’ll
know that this is the case is if you create the characters as well as the
storyline. For example, let’s take the Werewolf game that I ran at the
Catchy Slogan con recently (the blurb that I mentioned above, remember?). I knew
that I did not want characters who knew too much about
Werewolf society; the point of the game was that these young cubs were the last
survivors of a vicious attack, and were basically babes in the woods (in the
desert, really). Therefore, skills like Rituals and Lore were restricted to low
levels. So, when I created the characters, I made them all useful (in their own
way) but kept them to certain limits.
I recommend allowing a certain
amount of customization in pre-generated characters. For example, White Wolf’s
chargen system allows players to spend “freebie” points to raise or buy nearly
any trait or skill they wish, after all of the initial points have been
assigned. When I run White Wolf’s games at cons I leave these points unspent,
so the players have some say in what their characters’ capabilities are. Other
systems that don’t leave room for flexibility like this make character
customization a shade more difficult, but if nothing else, a character’s name,
appearance, and temperament should always be up to the player.
When
bringing pre-gens to the game, I advise creating about half again as many as
you’ll actually need (that is, nine characters for a six player game). This is
to allow some diversity among the characters and to let players feel like they
have more of choice. Just remember that you’ll need to be able to run the game
with any combination of those characters, so construct the characters
accordingly.
Running
the Game
After
you’ve got characters and players and times and rules and so on straightened
out, the real work begins. For the next X hours, you have to hold the attention
of several highly creative, caffeine-addled gamers, and somehow manage to keep
them on track and get them through the scenario you’ve crafted. How to do this?
First
of all, a timeline might help. Since con games are of necessity plot-driven as
opposed to character driven, it’s a big help to know what’s going to happen
when (unless the characters intervene).
In
the same vein, know your game. Know the system, know the NPCs you’re going to
use, and if any of the characters have special traits that you need to keep
tabs on (and ability to sense danger, for example) make yourself a note. The
more time you spend checking a book or chart, the more chances the players have
to slip away to the Pokemon room. If the game you’re running has a
screen associated with it, I recommend bringing it to the con for easy
reference, even if you don’t like hiding your die rolls behind it.
Pacing,
a tricky practice in normal games, is critical at cons. You must keep the action going. The players don’t know each other and don’t
know each other’s playing style, so they’ll usually be less apt to start
in-character conversation (though you might be pleasantly surprised). That
means that you’ll need to be constantly presenting them with new information.
If they get stuck, have them roll something to get unstuck. If someone has
spoken in a while, ask what his character’s doing. Going around the table
periodically and checking every character’s status enables you to keep everyone
informed as to the current situation, as well as to gauge whether or not the
players are paying attention raptly or getting bored rapidly.
Combat
in cons can be more deadly than in a normal game, as players are more willing
to take risks with a character they’ll probably never use again. That’s fine.
Just beware of killing people off too early, lest you find yourself missing an
important character. In general, however, don’t jump to a character’s rescue if
the dice dictate that character’s doom. Do make it cinematic and impressive,
however, and definitely allow for final words and heroic moments (see
Winter_Heart’s essay on
the subject of character death for more advice; most of it works for cons as
well as normal game sessions).
What
to Avoid
• Overcomplication: I
played in a game at a con that was billed as Vampire/Werewolf/Mage. For
those of you who don’t play White Wolf’s games, each of these games, while
sharing a system with the others, is very different from them in tone, feel,
and style. Mixing two is a complicated undertaking, and mixing three would
require a good Storyteller and some pretty specific circumstances. This game,
however, had none of that. The two groups (vampires and werewolves; nobody
played a mage) never met up. The “Storyteller” just switched between the two
groups every so often. I can’t remember anything about that game except that a)
I was glad when my character met his fate so that I could leave and b) the
Storyteller gave me the idea of punching character sheets with a 3-hole punch
and putting them into a binder.
This
doesn’t mean a con game can’t be intricate, nor does it mean that it can’t
require some pretty involved work to get to the end of the game. However, the
storyline should be understandable (at least in retrospect) and you should certainly know where it’s going if you’re running the game! If
it’s your first con, keep it simple. Survival is a perfectly legitimate goal
for the characters; sneaky political games work better for long-term stories,
anyway.
• Lethargy: I rarely
sit while running games at cons. I stand, I gesture, I pace, I walk over to
players to look at character sheets. I keep everything very high-energy. Do not every look bored as a Storyteller, or I guarantee your players will be
bored as well.
• Self-Deprecation: Don’t
begin the game with, “OK, I suck as a Storyteller, but here goes.” Modesty is
one thing, but be confident in your Storytelling abilities. You want to project
the air that you know what’s going to happen, that you are prepared for
whatever shenanigans the players throw at you (as if any Storyteller every could
be).
• In-Jokes: I ran
various White Wolf games for six years, and each game took place in the same
“world” as the others. That is, a player’s vampire character might meet up with
another’s mage character (actually, the closest most characters ever got was
hearing about each other peripherally). When I ran games at cons, I sometimes
considered those games to have happened in my game world. If you do this sort
of thing ¾ involve elements from your ongoing games in a con game ¾ beware of two
things. First, don’t let your usual players hog the spotlight. Second, don’t be
surprised if what happens in the con completely derails events in your regular
game. It’s fine if you want to relate the two, somehow, but don’t make the
relation the crux of the game. The player whom you’ll never see again want to
enjoy the game just as much as your buddies, so err on their side. After all,
you can always rule that the con game never happened or happened differently in
your usual game.
• Cheap Shots: I
played in a game once where the characters were all Musketeers. The game
effectively followed the plotline of the famous story (or the movie version,
anyhow) except that the Cardinal was a vampire (White Wolf’s system. The GM let
us buy True Faith as a Talent. I really should have walked away right
then…). Anyway, during the final confrontation, when the Cardinal stood
revealed, my character charged him, raising his sword, and…ran smack into a
wall. “Tee-hee,” said the “Storyteller”, and then stated that my soul had
become so infused by the Holy Spirit that I’d have some fiery fists of fury
power the next turn. Whoopity-doodle-doo, I thought. You’d think God would have
warned me about the wall.
The
main problem here is that the GM was being cute while I was seriously trying to
role-play my character. Moments after this, the GM used the dreaded deus ex machina technique to lay the Cardinal low. Do not take cheap shots at the
expense of good Storytelling. This applies as much (or more) to normal games as
to cons, but it’s more tempting at cons because of their transitory nature.
In
closing, I reiterate that cons are a lot of fun. Hopefully, this essay piques
your interest to look around your area for an upcoming convention ¾ or even to
start one yourself (how hard can it be? J). Attend at your own risk, don’t feed the Werewolf
players, and hope to see you at one soon!
Copyright © 2001 Matthew McFarland. No reproduction of any kind is permitted without the author’s express permission.