Helgacon: Lessons Learned

A top-ten (in no particular order) list of observations and lessons from this year's house con:

  1. I still need to get better about handling ("accordioning" per BJ) adventures for time constraints in the convention setting. I did better than Tomb of Horrors a decade ago, but still was over by an hour with the Tomb of Ra-Hotep run-through. 
  2. I'm liking bare-bones minimalist adventure text (like Ra-Hotep) more than towering wall-of-text give-all-details-imaginable (like in the Slavers modules). Easier to "own" the adventure and play loose and flexibly, with less note-lookups. Sometimes the wall-of-text approach (e.g., A2) loses its own plot, becoming incoherent or self-contradictory itself!
  3. In Outdoor Spoliation, I simply must offload the administration-handling to pre-game, if I run it again in the future. 
  4. There's surprising potential for a minimal PC team to do well in a game meant for lots of other players (e.g., the 4-person team in the stockade game). Does a streamlined communication network assist this? 
  5. On a related note, I got away from using the Caller role, and this might have contributed to bogging down the games with larger number of players (esp., Slavers Stockade part 2, Outdoor Spoliation). Part of what explains that is in the last year I've had a bi-weekly campaign that has a smaller number of players (usually 4-6) who also know each other and communicate/coordinate really well. So over time I simply forgot about Callers and if I thought about it, came to think I'd discovered they weren't necessary. But for larger groups (and those who may not know each other so well at a convention), it may in fact be very beneficial. I really need to keep in mind the need to switch protocols with a group of over 6 players, or something like that. 
  6. Also, I was trying out a new method for marching order in these games: Ask the players to sit down at the table the same as their standard 2x2 marching order; for round resolution I then went down the table likewise left-right, left-right and so forth. I officially made this optional but with a +1 bonus to all initiative if they did so. Every team took me up on this, and it seemed to work pretty well (didn't hear any complaints, and nicely represented the front-line people being in contact first). Note that Gygax specifically called out marching order as the one thing that was hard to handle for very large groups of around 20 or so players (I quoted him at Stack Exchange at the link there, from a 2005 ENWorld Q&A). So this real-world physical representation is feeling like a pretty good solution to me.
  7. For the last year or so I've used placecards (folded-up index cards) in front of each player to advertise what everyone's PC name, armor, and weapon are. That's largely so I can address everyone in-character on sight (I've seen a few people do this at other conventions, or else use lapel name stickers, etc.). This year I stumbled into the idea of having players also write their "preferred pronouns" on the placecard (granted that many of my pregenerated PCs have ambiguously gendered names, or else I'm just happy for players to pick which they want to play as in any case). This also may make me seem more "woke" than I probably really am. 
  8. For a climactic final boss fight in a convention game, a battlemap and minis (as used in Ra-Hotep) or something vaguely similar (as in the Slavers games) has a nice impact. This was complimented by at least one player. On the other hand, I need to gauge the extra time this may take. This may be unusual; most games I see with other people are either battlemap-all-the-time of else none-of-the-time. In all my games at Helgacon I had it as a possibility and made a call on the fly about whether to use it or not. 
  9. I may need to find a way to streamline calling distances in combat. The combination of feet (dungeons), yards (wilderness), and inches (rulebooks; 5' for me) definitely confused and frustrated some players. I'm thinking about trying to call all combat distances in "paces" (Roman paces, 5'), which would directly synch up to the "inches" specifier for movement and spells in OD&D. Haven't tried that yet as of this writing. (Alternatively, this possibly suggests the Holmesian approach of just jettisoning the "inches" and writing everything in terms of feet.) 
  10. Granted that intelligent swords were in use in all of my games, Paul's suggested streamlining of OD&D's complicated control-check rules to a Target 20 idiom saved me gobs of time in both preparation and at the table. Highly recommended; I just wrote it into my OD&D rulebook.

No comments:

Post a Comment