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First Time GM FAQ

Contents

Q. What should I bring?

A. Depends on what you are running

RPGs: the rule book(s), GM Screen (if you use one), dice, paper and pencils, miniatures (if you use them), and a map for the miniatures. If you have extra copies of the rule book(s), bring them. It makes it much easier for the players to look up spells or abilities while you are looking up rules etc. You may want to bring extra dice and pencils for the players that don't bring their own, but even if you don't one of the other players can usually loan them some. To keep the game moving, I find it's a good idea to print out the adventure and stats for all the bad guys, even if you don't think the players will fight them. Also don't forget the characters. Unless the character creation system is really easy, and fast, it's usually best to bring pre-generated characters.

Miniature games: the map, terrain, mini's, dice (enough for everyone is possible) and stat sheets for the mini's.

Board and Card games: Usually just the game, dice, and sometimes glass beads or something similar to use as counters (for life, income, etc.). If you planned the event for more players than can play a single game, try to bring enough copies of the game for everyone to play, if you can't note "Bring Your Own Game if you can" in the event description. Double check that there aren't any pieces missing. This includes dice! If you have time, you may want to contact the manufacturer of the game to see if they can provide you with the pieces that are missing. Mention you are planning to run it at a convention, they may be a little nicer if they know you plan on showing others how to play.

If you are running multiple games and/or the game you plan on running has a lot of books or equipment, something to carry everything is helpful such as a large backpack or luggage cart. I happened across a product that works quite well for carting games to/from conventions: 'The Scrapbookers Companion.' It is designed for scrapbookers (hence the name) and it is the perfect size for books, and boxed games. I found mine at JoAnn Fabrics. On the flap there are lots of little loops for pencils and pens, there are pockets on the outside, and it has an expandable handle and wheels.

For Miniatures, Board and Card games, it is usually acceptable to play in the event you are running. As long as it's a game where there are not a lot of rules disputes (Munchkin?).

Q. What can I expect of players?

A. This depends on how you billed your event. Often conventions allow you to specify what kind of experience your players should have as well as the complexity of the game. DO THIS!

If you are new to running events at conventions, you may want to set the experience a little higher. That way you are more likely to get people who have played the game previously. This will save you many headaches in trying to explain the rules to a newbie. Once you have a little experience under your belt, feel free to lower the experience level if you wish.

People will forget things, be prepared for this! It is a good idea to bring along extra pencils, pens, dice, paper, etc. to allow players to use. If you are running a collectable game, where the players are supposed to bring their own cards or minis, you don't need to provide them with one. If they forgot theirs, it's their own fault.

Expect some players to not know the rules. This goes even if you put an experience level of higher than beginner. People don't always pay attention to these and there is no test to make sure someone meets your experience level!

Expect some of the players to interpet the rules different from you. My suggestion is to listen to their argument, and then decide how to interpet it (this assumes there isn't a dispute every 5 minutes, in which case just make your ruling without listening to their arguments). Remember, you are the Game Master, What you say, goes! (whether it's right or not). It's usually best not to change the rules in the middle of the game, even if you figure out you were doing it wrong.

People will be late to the game. Give them 10-15 minutes before actually starting the game. You can do some general setup, talk to the people that are there, explain the game, hand out characters, explain the rules to newbies (but expect to go over them again when the rest of the players show up) etc. before everyone shows up.

Be prepared to allow for breaks. Most games are scheduled for 4 hours. That is a long time without a chance to get something to drink, go to the bathroom, stretch your legs, etc. I usually allow 10-15 minutes and start back up once most people are back at the table.

Expect no-shows. Even if you have confirmed that 10 people bought tickets, it is likely that some of them will not show.

RPGs

No matter whether you noted if characters would be provided or not, expect that some people will show up with their favorite character and wish to use him/her. This is completely up to you, but you should look over the character they are trying to play. Often, their character would overshadow the rest of the characters.

Expect the unexpected! Players will inevitably find some way to take your adventure where you didn't expect it to go. Be prepared to make stuff up on the fly to get the game back on track, or take it in a new direction. It helps to know the motivation(s) of the bad guys/NPC's in your adventure. This way, if the players take a route that you don't expect you will be able to more quickly figure out what the reaction would be.

Expect that some people will be shy and others very outgoing. Often there are one or two players who, if left unchecked, will take all of the spotlight. Try not to let this happen. Try to pull in the people who are sitting there shyly. Make sure to give them time to do things, give opinions, etc.

Don't be upset if some people go away disappointed. It is impossible to please everyone all of the time. Everyone has different expectations. Some people like lots of fighting and little role-playing, others just the opposite and still others like a nice mix. There is no way to please all of these people every time.

Q. What time slots are the most popular?

A. This can vary from convention to convention, but in general Saturday is the most popular day. Saturday afternoon tends to be the busiest time-slot. For most conventions early morning time slots are least popular, and tend to fall through. People just don't want to get up early. This becomes more true the later in the convention you get.

Q. Can I really get in free?

A. Many conventions (including the big ones) will give GM's free admission. Not all conventions hold this policy! You should check with the convention to see what their policy is.

The big conventions, like Origins & GenCon require you to run several events for free admission. Smaller conventions may give you free admission for one event.

Q. Should I make the event for beginners?

A. You should know the game system before trying to run it at a convention. As for the experience of the players, that's simply your preference.

You have to teach rules to beginners, but experienced players usually try to correct your interpretation of rules. I personally like running for beginners; even if it's your first con as a GM I think it's fine to run for beginners. In the event listing the experience is the MINIMUM, so if you put down beginner you will get more experienced players too.

Q. Are short adventures better (RPG)?

A. In general, yes. Time slots at conventions are typically 4 hours Although, if you wish to run a longer adventure, you can often schedule a longer block. Most gaming groups that meet outside a convention play for 5-6 hours.

If you have a chance to run your adventure for some friends before the convention, do so. This will give you an idea as to how long it will run. Try to make sure that the players will be able to finish the adventure, but don't make it so short that there is lots of time left over (this can be very tricky).

Be sure to watch the clock when you are running your adventure. Know which parts are integral to the story and which are fluff. If you are running long, drop the fluff. If you are running short, use the fluff and possibly add more.

Q. How do I begin?

A. For board & card games this is pretty easy. Just get the game out, explain what it is, how to win and any necessary rules and let them go at it.

For a role-playing game it is a little different. You usually have to hand out characters and give a little overview of the game system or world (if the game isn't really popular like D&D). Be prepared to answer questions while the players are looking over their characters.

I traditionally start off by introducing myself & telling them a little bit about the club I belong to (Amorphous Blob Games). If you are an independent GM, then just introduce yourself. If you are nervous, talk to the players a little bit before the game starts, find out where they are from, etc. Getting to know them will calm your nerves and make running the adventure much easier.

Give the players a chance to look over their characters. You can use this time to read the intro to the adventure so you can be ready to begin when they are, but expect questions about the characters like what does this spell do, or where's my equipment, etc.. For some adventures you need to provide the players with a little bit of background information. You can give this to them either before you dole out the characters or after, it is up to you.

Then, just start in where the adventure begins.

Tips & Tricks

I'm going to be late.

If you are going to be late to your event, try to get someone to go there and let the players know. If you can get there before the time-slot, see if you can leave a note on the table to let the players know that you will be there shortly.

If you can't find someone to wait for you, or you can't get to the table beforehand, try to let some of the convention staff know (preferably someone who works in the area your event will be). They can leave a note, or go in and let the players know that you will be there shortly.

Help players find you

Often, you are stuck in a big room with lots of other games that look much like the one you are running. I try to put out books/boxes that have the system on them. I also try to make a little table tent that has the name of the event on it.

Try to elevate the tent somewhat so it is easier to spot. Make the writing large and legible. Also, keep an eye out for people who look like they are lost. They may be looking for you!

Who's who?

This is more relevant to Role-playing than anything else. In order to help you and the other players keep who is playing who straight, I make little table tents and either fill them out with the character name beforehand, or if there isn't time, have the players fill them out.

The table tents can contain more than just the name too! I often try to put the race & gender on them as well. It seems to help people role-play better, because they can just look at the tent to see who they are talking to & remember names!

I also make a tent for myself with my name on it to help the players remember my name.

Writing good event descriptions

Almost all conventions want you to write a short description of your event. For card and board games, this is usually pretty easy. Just look on the box or in the rules, and use what they have.

For miniatures and role-playing, you need to come up with something on your own usually. These events have different scenarios and the players are going to know what the event is about before signing up to play.

Rule 1. Have a good title! This is the most important. Most people just scan through the titles and only read the descriptions of titles that catch their eye. Make them funny, odd or interesting. (Ex. 'Where did I put that corpse?', 'Give us your baby!')

Rule 2. Don't give it away! Don't give your ending away. Give them just enough about what is going on to whet their appetites. If you give too much away, it spoils the mystery.

Rule 3. Try to be funny, or at the very least intriguing. Remember, your audience is gamers. If it tickles their funny-bone, they are more likely to want to play. If you can't be funny, try to entice them with the juciest bits of the story.

Rule 4. Keep it short & sweet. There are two reasons for this. First off, most conventions have a character or word limit. Secondly, nobody wants to read an essay on your event. You want something that will be easy to read.

--Rebecca Reamy
Game Master
Amorphous Blob Games