TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: jeff37923 on October 10, 2007, 11:44:50 PM

Title: Standards For Convention Games
Post by: jeff37923 on October 10, 2007, 11:44:50 PM
After reading a thread in Article Comments on standards for Convention GMs, I wanted to bring the topic here.

Namely, should there be standards for convention games? If so, what should they be? Should convention GMs prove their knowledge before running a game?
Title: Standards For Convention Games
Post by: walkerp on October 11, 2007, 07:13:00 AM
Convention conventions? :)

Here is the article and comments (http://www.therpgsite.com/forums/showthread.php?t=7761) in question that inspired this spin-off thread.

There are tons of delicate issues here, but sweeping them aside (and maybe calling them "suggested guidelines" instead of "standard" might make some more receptive to them), I would suggest a few:

No GMPCs

NPCs should not make plot decisions

Equal participation potential for all players (i.e. don't bring your gaming group buddies with their higher-level characters)
Title: Standards For Convention Games
Post by: flyingmice on October 11, 2007, 08:10:05 AM
Which boils down to "Don't be a dick!" like all such laws.

-clash
Title: Standards For Convention Games
Post by: walkerp on October 11, 2007, 08:18:08 AM
Very true.  The problem, I think, is that most GMs who make an effort to prep and run a con game, aren't dicks and don't realize they might be being a dick.  I actually played a board game with a GM who received several complaints about his game.  I was surprised when I found out it was the same guy I had been playing with, because he was a nice guy, who caught on to the rules fast and was fun to play with.  Looking back, there could have been warning signs (that kind of nerdy overconfidence) but that's purely hindsight.  But this guy had delivered a pretty unfun session for several players, (super-powered NPC making all the decisions and basically the whole thing mimicked the opening quarter of a very well-known movie).  

What do we say to that guy next year?
Title: Standards For Convention Games
Post by: jeff37923 on October 11, 2007, 08:48:09 AM
Quote from: walkerpVery true.  The problem, I think, is that most GMs who make an effort to prep and run a con game, aren't dicks and don't realize they might be being a dick.  I actually played a board game with a GM who received several complaints about his game.  I was surprised when I found out it was the same guy I had been playing with, because he was a nice guy, who caught on to the rules fast and was fun to play with.  Looking back, there could have been warning signs (that kind of nerdy overconfidence) but that's purely hindsight.  But this guy had delivered a pretty unfun session for several players, (super-powered NPC making all the decisions and basically the whole thing mimicked the opening quarter of a very well-known movie).  

What do we say to that guy next year?

Tell him about the complaints you recieved, see what his response is. If he blows off the complaints, then let him know that you are reconsidering having him run a game at the convention. However, to give him the benefit of the doubt, check out the players who complained and make sure that they are not being dicks.
Title: Standards For Convention Games
Post by: Mcrow on October 11, 2007, 09:01:58 AM
If you make it so GMs have to prove their skill or that they are qualified there will be far fewer con games. Not a good idea.
Title: Standards For Convention Games
Post by: Reimdall on October 11, 2007, 09:30:42 AM
Quote from: McrowIf you make it so GMs have to prove their skill or that they are qualified there will be far fewer con games. Not a good idea.

I agree.  Unless it's at a huge con, the best way to deal with that sort of thing is word of mouth.

Gamer 1: I was thinking of getting into that game of X, run by Sadbad GM.

Gamer 2: "Oh, that guy?  Yeah, I played his game last year.  Don't do it, by all that is holy."
Title: Standards For Convention Games
Post by: jrients on October 11, 2007, 10:12:05 AM
At my small local con (350-450 attendance) the con chairman tracks attendance to all events and records every comment received about a game.  He's been doing this for over a decade.  Space is at a premium for the RPG section so the problem people end up first on the cut list.
Title: Standards For Convention Games
Post by: TonyLB on October 11, 2007, 10:14:45 AM
Quote from: ReimdallI agree.  Unless it's at a huge con, the best way to deal with that sort of thing is word of mouth.
Agreed.  Conventions are a very different animal when you're part of the sporadic (i.e. "once-a-year") community.  There's much more information than is available to folks who can only rely on the printed material, etc.  Within the community, I've found that word of mouth is a very powerful driver, both pushing people to flood certain games and to avoid certain others.

I don't really know what to do for folks without that connection:  I think that supporting walk-ins is a great goal, and I do think that convention-goers can become a touch cliquish.  The fact that they've got people to hang with can blind them to other folks who don't have the same resources.  Still ... you can't mandate that cliques look beyond their own borders.  Can't legislate human nature.  Best a con can do, I expect, is to have some common events that act as mixers.

I don't know that standards for GMs would really help people without the community connection.  I guess it would help them to avoid the real stinker-GMs, but it wouldn't help them to seek out the games run by superstars.  I'm not really sure what would.

Side-note:  If we're qualifying GMs for whether they're good enough to run a game at a con, can we also qualify players on whether they're good enough to play in one?  The players make just as big an impact on how the game turns out, IME.
Title: Standards For Convention Games
Post by: walkerp on October 11, 2007, 10:20:52 AM
Well I'm not thinking about this problem in terms of preventing players from joining a game with a crappy GM, but in terms of helping GMs improve so that there are fewer crappy games overall.  I think in most cases the poor GMing is a lack of experience or lack of exposure to better GMs.

I'd like to find some positive, productive method to helping GMs develop their skills.  I'm thinking some handy bullet point tips in the program, maybe a seminar by the Guest of Honour (if they are GMs) and/or well-known local GMs.  Another idea we want to implement is some kind of easy, automated (and optionally anonymous?) feedback for the players.  A lot of GMs (the good ones, of course) asked us for this anyways, but I think it would be good if we could have the capability on our site for players to provide feedback that the GMs could read later.
Title: Standards For Convention Games
Post by: jhkim on October 11, 2007, 10:50:14 AM
Quote from: TonyLBI don't really know what to do for folks without that connection:  I think that supporting walk-ins is a great goal, and I do think that convention-goers can become a touch cliquish.  The fact that they've got people to hang with can blind them to other folks who don't have the same resources.  Still ... you can't mandate that cliques look beyond their own borders.  Can't legislate human nature.
You can't mandate behavior, but you can encourage things.  I'm thinking that a convention (or fans at a convention) could set up a blog or wiki where people can comment on and/or rate different GM's games.  If you make it easy enough, people would be encouraged to use it.  A convention could even give an incentive to give such feedback after the con - a raffle, maybe, or credit for the next convention fee.
Title: Standards For Convention Games
Post by: pspahn on October 11, 2007, 07:29:06 PM
Quote from: walkerpNo GMPCs

NPCs should not make plot decisions

Equal participation potential for all players (i.e. don't bring your gaming group buddies with their higher-level characters)

Amen to all 3.  I'll add, try to give the players something to actually DO, preferably in the first few minutes of gaming.  I've seen several games where the PCs just flounder aimlessly around until they happen to stumble onto the "hook" for the adventure the GM has planned.  I've also seen others where the GM seemed more interested in showcasing his homebrew setting than actually running a game.  

Pete
Title: Standards For Convention Games
Post by: flyingmice on October 11, 2007, 07:35:19 PM
If the governing bodies of the cons I go to insist on some sort of accreditation or proof of my capability, they know where they can shove it. I've been running games since before most of them were born.

-clash
Title: Standards For Convention Games
Post by: Mcrow on October 12, 2007, 10:11:17 AM
Quote from: walkerpNo GMPCs

NPCs should not make plot decisions

Well, sometimes you have to have some GMPCs. I ran a game at Gencon for Bill and the adventure was a combat heavy action adventure. Only two players showed up, neither wanted to play fighter types. So, I played a tank character and tried to play down combat and get more intrigue. Now, my NPC character that traveled with the players never made decisions of where the party when or what they did and was basically sunk into the background unless he was needed or if the PC interacted with him.
Title: Standards For Convention Games
Post by: walkerp on October 12, 2007, 10:35:05 AM
Yes, that's the problem. There are always reasonable exceptions to what is generally considered "bad" GM'ing.  It's very hard to codify.
Title: Standards For Convention Games
Post by: Reimdall on October 12, 2007, 10:55:02 AM
Quote from: TonyLBSide-note:  If we're qualifying GMs for whether they're good enough to run a game at a con, can we also qualify players on whether they're good enough to play in one?  The players make just as big an impact on how the game turns out, IME.

Interesting point.  I was at a con this past weekend playing a ridiculously fun CoC dark ages game with a group of strangers who were what I've come to think of as the vast majority of gamers at cons: interested, ready to contribute and fun.  The game and GM were good, and the players were turning it into something special, except for the one guy who seemed very interested in torpedoeing the group consensus, pulling focus out of the game, wandering off, and the like.

We (the players and GM) collectively managed him, and the game was just fine, but a buddy and I got genuinely wistful about the lost possibilities on the way home.

I'd say that as a percentage, I've met many more players at cons that I wouldn't want to game with than GMs, and played in many more con games that have suffered from intentional or unintentional player sabotage than GM incompetence.

That said, I still unrepentantly love and seek after the charmed con game that happens every once in a while where all cylinders fire.  :D
Title: Standards For Convention Games
Post by: jeff37923 on October 12, 2007, 05:36:47 PM
Advice for beginning gamemasters can be found in books if they are willing to do the reading. Listen Up You Primitive Screwheads, Robin's Laws of Good Gamemastering, GURPS for Dummies, and D&D for Dummies all have sections that deal with this.

Instead of making sure the gamemasters know what they are doing, have the description of their con-game include an indication of the mastery level of the GM like they do for the difficulty of the scenario.
Title: Standards For Convention Games
Post by: Griffon86 on October 13, 2007, 07:03:25 AM
Hello Everyone:

This is an interesting debate given the subjective nature of what makes a good convention game in practice. Too many restrictions, especially if imposed by the convention, discourage folks from running games. Assuming a convention has plenty of games to offer, bad gamemasters might get the hint when people slowly stop playing their games; those with packed tables every session are obviously doing something right and pleasing players most of the time.

I have a little experience running convention games, though I wouldn't dare call myself anything close to an expert. Although what constitutes a "good" and "bad" game varies for each player (and the gamemaster), I can at least speak from my personal experiences running games at several area conventions.

The best advice I know is "Be Prepared." Know the game rules in and out to avoid stopping the action to reference the rulebook. Know the setting so you can improvise as needed. Know the scenario, i.e., create one yourself and have contingencies in mind to handle course changes from the characters. Use pregenerated characters so you know their capabilities, personalities, secrets, equipment, and backgrounds, and can play these up in the game. Make sure you have extras to make the game go well: tent cards so you can easily remember character/player names; plenty of dice; pencils; all the required maps and player handouts; a small travel clock on the table to pace the game to fit the convention's sessions.

Aside from "Be Prepared," I'd also suggest being friendly and professional. Smile. Bathe. Make everyone feel welcome at first, and then make sure they feel involved, even if their characters go off on a not-terribly-exciting tangent.

If you're open to criticism and mindful of people's behaviors, a gamemaster knows when he's doing a good or bad job. When you have to turn away people from a game because it's already filled, people want to play your games. When you see the same folks come back for more games, especially at other conventions, you're doing a good job. When you have a crowd staying after the game to talk shop, retell exciting incidents from the scenario, or simply hang out, you're doing fine.

One of these days I'll get around to writing an article or two (either for my website or a convention program) with tips on convention gaming for both gamemasters and players. Someday....

Best regards,

Peter Schweighofer
Griffon Publishing Studio
//www.destinyrealms.com/griffon/
Title: Standards For Convention Games
Post by: cnath.rm on October 14, 2007, 01:25:52 AM
Quote from: Griffon86One of these days I'll get around to writing an article or two (either for my website or a convention program) with tips on convention gaming for both gamemasters and players. Someday....
I'd read it. :)
Title: Standards For Convention Games
Post by: Griffon86 on October 14, 2007, 08:03:13 AM
Hello Everyone:

Thanks cnath.rm. If I ever get around to it, I'll make sure to post a link here for reference.

I just checked the site for a convention I'm doing in March, and perused the GM "requirements" with this thread in mind. They're pretty broad, but give some basics -- know the rules, be prepared with pre-gens and handouts, all participants need a con badge -- and a few specifics to make games more accessible to newcomers at this sci-fi/media/gaming con, including "all beginners must be allowed to play" and that GMs must teach the rules to beginners. Not that this is enforced strictly at the convention, but for a con attracting non-gamers and many young people, it's not a bad strategy.

Some folks here have mentioned a very real balance between imposing stringent requirements on GMs and enticing GMs to run games at conventions. Most cons I've seen have no problem attracting GMs to run events; however, these cons also have loose guidelines for games that are more suggestions than enforced rules. I don't mind a con offering guidelines -- in many cases they help me better prepare for the convention's typical attendees -- but if they expected me to meet certain, subjective benchmarks or jump through more hoops than I usually do, I wouldn't go. Thankfully I've never encountered such difficulties, since most conventions would rather have a full slate of game offerings, even with a few less-than-stellar GMs, than no gaming at all.

Best regards,
Peter Schweighofer
Griffon Publishing Studio
//www.destinyrealms.com/griffon/