First Time GM FAQ
Contents
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
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