This continues our discussion on running games at conventions. This episode is about how to get the game started quickly and get the players into the action.
Hosts: Sean Nittner and Justin Evans
Length: 24:36
Show Notes
[00:26] Introduction to the Show: Hitting the ground running.
[00:56] Canon Puncture Promo, er maybe Atomic Ray Podcast Promo.
[01:46] Part II of running con games. How to get the game rolling quickly.
[02:46] Starting games with a bang. Showcase each character’s ability.
System
[03:45] Teaching the mechanics to the players.
[04:41] Start by making sure you’re players are equipped with everything they need.
[05:21] Provide a quick summary of relevant rules.
[07:25] Teach rules as needed.
[08:27] Focus on the mechanics that you are going to be using for this game.
[09:15] Providing “half-baked” characters.
Setting
[09:50] See what you can trim from the system and setting to make it manageable.
[11:48] Setting exposition in game.
[12:02] Focusing on one portion of a setting.
Characters
[12:20] Give each character an agenda.
[13:50] Some systems provide these: Burning Wheel, SotC, etc.
[14:05] How to provide direction if the system doesn’t have a mechanic for it.
[16:09] Creating interconnections between player characters.
Pacing
[16:39] You know what sucks?
[17:41] Woops… should have been in the last episode. Playtest your games.
[18:44] Watch the clock and jump to endgame when it time is short.
[19:54] Short circuit the end conflict if necessary.
[20:23] Making sure all the players have had the spotlight.
[20:41] Factoring in cleaning up after the game.
Closing
[22:11] Summary and request for feedback.
[22:25] Make sure you know the game mechanics well yourself.
Direct download: NC_Episode_018.mp3