| T O P I C    R E V I E W | 
               
              
                | KnightErrantJR | 
                Posted - 15 Sep 2006 : 01:59:07  I got an e-mail from our local convention organizers about registering for the February convention early, and soliciting GMs for the event.  I haven't gone in recent years because none of the events have really appealed to me.  
  So when I got the e-mail this time, it occured to me . . . I can run games.  Why don't I run my own event for this thing?  
  I was thinking of running a high level adventure involving elves and dealing with the aftermath of the Crusade.  I was thinking that it might work as a sort of update for people that don't follow the novels, as well as being a good high level FR iconic kind of adventure.
  So, what I am wondering is how many of you have ever run adventures at tournaments.  This would just be a single round, "for the hell of it" four hour event.  I have played in several of these, but never been on the other side of the screen at a convention.
  Any suggestions?  Any warnings?  If you have run something at a convention, have you ever run your own material at one?  
  Just wanting to get some input and some ideas.  I'll post another thread with my outline soon to see what my fellow scribes thing. | 
               
              
                | 9   L A T E S T    R E P L I E S    (Newest First) | 
               
              
                | Mkhaiwati | 
                Posted - 18 Sep 2006 : 03:18:20  I haven't been there before. I usually go to Die-Con and Archon in St. Louis area, and Egyptian Campaign in Carbondale. I have considered going to Chambana-con in Springfield (previously Champaign.) 
  It sounds like you have a good plot and people have given good advice/comments. Keep it simple with the number of encounters and you'll do great. You have lots of Realmslore there, too. If a player has been away from the game for a while, I am sure that you'll get there interest.
  Mkhaiwati | 
               
              
                | Asgetrion | 
                Posted - 18 Sep 2006 : 00:31:49  quote: Originally posted by KnightErrantJR
  Good point Eric, and thanks for chiming in.  I posted my outline, and I know I have to trim it down seriously to get it workable  (of course, I have a few months to work on this).
  Dhomal, good point about short shifted rounds, and I plan on trying to play test it   (though given my group, we can play what most people play in 4 hours in about a month of sessions).
 
  
  Try reading the 'Craft (Adventure)'-articles on the WoTC's website   | 
               
              
                | Halidan | 
                Posted - 15 Sep 2006 : 14:06:33  I'm one of the judges and module authors fronm the NASCRAG group. For the past 24 years, we've run a three round tournament at GenCon - it usually draws about 300 players a con, but that will vary based on time slots and con attendance.
  When we're writting our modules, one of the key things we look to determine how much can be accomplished during a standard 4 hour time slot, is how many players you'll have and how much role-playing you'll want/allow them to do.
  The fewer players per round (minimum effective party ois either 4 or 6 depending on the types of combats you'll be looking at) the more that your players will be able to accomplish. This sounds wrong, but over the years, we've found that more than 6 players just slows down the pace of the round. You'll have more players wanting to get a word in edgewise and actually take longer to run both role-playing and combat sessions.
  The more role-playing and PC/NPC discussion and interaction you have, the longer the round takes, but if it's well written, the better the round will flow. A typically opening round session for a NASCRAG event might have 2-3 role-playing encounters, 1-2 puzzle/riddle encounters and 1-2 combat (or combat evasion) encounters before the final encounter, which is typically a combat encounter. Each tournament is a little different, but these figures are averages foir our events. Your mileage may vary. | 
               
              
                | KnightErrantJR | 
                Posted - 15 Sep 2006 : 03:23:14  Good point Eric, and thanks for chiming in.  I posted my outline, and I know I have to trim it down seriously to get it workable  (of course, I have a few months to work on this).
  Dhomal, good point about short shifted rounds, and I plan on trying to play test it   (though given my group, we can play what most people play in 4 hours in about a month of sessions). | 
               
              
                | Dhomal | 
                Posted - 15 Sep 2006 : 03:19:37  Hello-
  IN days long gone by a group of my friends and I ran a whole tournament at a con. We staffed it w/ GMs - and all the adventures were written by us.
  I dont have a lot to add - other than playtesting whatever  you write with your home group - and then not letting them play in the game at the con! Of course - another aspect to think of - incomplete attendance. Consider having a better player of y ours 'handy' in case you only get 5/6 or 7/8 turnout. A better player could adapt to whatever character was Not chosen by the others - and they could better separate what they know already with what the character would know. Just a couple of thoughts. Sounds like fun!
  Dhomal | 
               
              
                | ericlboyd | 
                Posted - 15 Sep 2006 : 03:18:53  I agree with the aforementioned advice. I'd also add that you can barely accomplish anything in 4 hours. This is not your well-oiled regular gaming group. Try to come up with a story that can be told in 3 or maybe 4 encounters, with a small amount of roleplaying in between.
  --Eric | 
               
              
                | KnightErrantJR | 
                Posted - 15 Sep 2006 : 02:56:46  Yes, it is Winter War.  Its been I while since I have been there, but I usually check it out just to see what is going on there.
  I still have to make sure my schedule would work out for it, but it would be interesting.
  Have you been there before?
  On the other hand, thanks to both of you for your advice so far, I'm taking notes. | 
               
              
                | Mkhaiwati | 
                Posted - 15 Sep 2006 : 02:51:14  I would ditto what Kentinal said, especially about pre made characters. If you can, try and work their backgrounds into the story, too. 
  I have run at a few conventions. Non-D&D stuff. And I have played at a few, both D&D and others. One piece of advice on the characters and the story in general is be comfortable with the power level. I played in one game that was supposed to be in FR, and it was only I suspect the GM doesn't pay too much attention to detail, and we played something like 60+ level characters. It may have been okay for him, but some of us were fish out of water. And it showed. 
  One other item is how easy or hard it is to complete the adventure. In the previous example, we had no chance at all of living. Another time, time became a huge factor as we did everything we were supposed to do, and in great time, but only achieved about 1/2 the objective. 
  I actually feel that you will do fine. You know the material quite well if I may say so, so if the group leaves the path you can handle it. You also have a good grasp of the rules, too. 
  There may be a good chance of a newbie to D&D, or a old player from 1E or 2E showing up. Expect that and you could prepare something for that, such as a brief handout or speech to help. Other people are those combat heavy types that want to destroy everything and those who want to roleplay with everyone, including the imaginary dog companion, thereby dragging down the speed of the adventure. 
  It'll be fun!
  Mkhaiwati
  PS is it Winter War? | 
               
              
                | Kentinal | 
                Posted - 15 Sep 2006 : 02:21:15  Well have not run one, have read about a few encounters.
  First time out it appears to be prudent to have a selection of prerolled characters for players to select from, rather then let them provide or generate their own.  This is a major time saver as you are talking about high level, which means lots of magic items owned by the PCs
  As for the game itself you run the risk of one or more players having already played a published adventure,  so making something of your own makes far more sense  (at  least a 20 hour job for most,  unless you go  combat heavey).
  No matter what adventure run you need to be perpared for off the map  trips.  So you will either have to invent on the fly or  have enough NPCs that can be  trusted by the party to lead them back toward the goal.
  Part of the problem is not letting them achieve goal to fast, but also not to slow them down too much  either.  You will likely need contingencies to speed or slow party down. | 
               
             
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