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The Douchey DM » Entries tagged with "convention games"

A look at my con-game prep.

Tweet Last weekend at Strategicon’s Gateway 2013, I ran a GURPS game called the Overwarlord’s Emissaries. The game is set in a setting I’m working on, called Blood, Blade and Tusk. It’s an alternate history where – just as the crusades are about to start – hordes of orcs show up in France, dramatically changing the course of history. In this game, two hundred years of war and a successful series of campaigns by the orcs’ Overwarlord Tu’ch Ra’tan has left the kingdoms of Christendom nearly bankrupt and ready to make peace. The party of player characters consists of the bitterly divided orc tribes’ peace emissaries. Some tribes sent their fiercest orc warriors. Other tribes, sincerely ready for peace, sent more learned orcs (a merchant, a poet, and a shaman). Christendom was also divided … Read entire article »

Filed under: Adventure Design, Advice

Herding Dragons: My Wild Talents Con Game

Tweet I love adding a unique twist to my convention games, and my Wild Talents game for Gateway 2012 was no exception. Months earlier I had been inspired to set my game in the world of Skyrim (mostly because I was playing it every waking moment), but I wanted to give my players a completely unique experience. A major role reversal was in order. When my players arrived, they were greeted by my trademark gaming table. I’ve had other GMs scoff at my admittedly overdone layouts, but I find that players really appreciate the amount of preparation and it starts everything on a very positive note. Folders were laid out on the table, each one labeled with a symbol that represented the character that lay within. I never let players see the … Read entire article »

Filed under: Adventure Design, General Gaming

Gateway 2012 Lessons Learned

Gateway 2012 Lessons Learned

Tweet The last Strategicon convention of 2012 is now history. As I often like to do, I’m now thinking about those games — what went right and what didn’t and what can I improve for the next con. Generally Speaking I ran two games this time around, and both were in GURPS. One was a 1920s cosmic horror game (a la Call of Cthulhu) and the other was a murder mystery in a fantasy setting (I used the … Read entire article »

Filed under: Adventure Design, Advice, Featured, General Gaming

Dealing with Player Ignorance

Tweet I have GMed many convention games, but I ran into a new problem a few months ago. One of the players in my game had a fundamental misunderstanding of a pretty simple scientific principle. I will not go into specifics because I do not wish to embarrass that player or narrow down which game I am discussing. The players were engrossed in the game and having a blast trying to come up with a solution to my challenge. They were all great people and it was a very positive game, however suddenly one of them suggested an action that defied the laws of physics. Two other players jumped on board, and the remaining players looked at me with their eyebrows raised. I casually asked for clarification, hoping they’d catch the mistake themselves. … Read entire article »

Filed under: Advice

Goals for Next Con Game

Tweet What with the next convention being three months away, I’ve started preparing for my next set of convention games. The biggest change is the system. I’m going to run GURPS games, rather than Savage Worlds. While I do think that Savage Worlds is uniquely suited to RPG newcomers and convention games, I heard some things from the last con that made me want to switch back to GURPS. Some people I spoke with had not very fun experiences playing GURPS at the con. That hurts my dark, withered soul. I love GURPS. I proselytize GURPS. Everyone should have fun playing GURPS. Anyway, I’ve set some goals for myself for the next batch of convention games: 1. More Character Choices. In the last few games, I provided about eight or nine characters for a six-player game.  I try … Read entire article »

Filed under: Adventure Design, General Gaming