Showing posts with label OwlCon. Show all posts
Showing posts with label OwlCon. Show all posts

Monday, February 06, 2012

GM Mentoring: Want Some Advice On Running Convention Games?

Good Afternoon, All:

This past weekend, I attend a great regional gaming convention called Owl Con. Hosted by a gaming club at Rice University in Houston, TX, Owl Con is one of my favorite conventions. With very few exceptions, I have always had a great time roleplaying in the scenarios I've encountered there. This time around, I had one session being run by a GM who viewed the session as no different that what he'd run for his gaming group on their usual game night, and because of that, we didn't get much accomplished. I found it frustrating, as I walked away from the experience almost wishing I'd played something else instead. This is a pretty rare occurrence, as I'd mentioned before. I could tell he was a good GM, possibly even a great one. However, since he didn't plan for the time constraints and rigid structure inherent in a convention gaming session, I didn't get to see his abilities showcased as I would have liked.

I've been running convention games now for almost a decade, and have a fairly decent reputation for providing a satisfying gaming experience whether I'm running Traveller, Savage Worlds or D20. I'd like to think it is because I'm good at running games, but honestly, I'm sure a lot of my success in this endeavor is due to my decision to research how to run a successful convention game before I designed my first adventure for that environment.

Should I consider a short series of posts on how to design and run Convention scenarios? What do you think?

With Regards,
Flynn

Monday, January 31, 2011

Review: Owl Con XXX...

Good Evening, All:

My trip to Owl Con XXX was a great success. As I mentioned previously, I was scheduled to run two sessions of Stellar Quest, and they went pretty well. I ran the weaker adventure on Friday night, Mission to Carcerus III. The gamers went for a more slapstick approach to the setup, and I have to admit that I ran with it. We ended up turning the session into a Star Trek spoof, but they still resolved the challenges of the adventure and succeeded. We laughed, the bad guys cried, and in the end, they delivered their prisoner to the prison planet, as well as reporting another contact with the felinoid warrior race, the Kzinti.

My second stellar Quest adventure, In The Shadow Of Orion, went a bit more smoothly Sunday morning, with a few Star Trek fans in the group that really knew the canon. The adventure itself was the stronger of the two I wrote, and they worked through a number of options creating an exciting Star Trek experience that had its moments of fun, as well as "adrenalinized" pulse-bounding action. I particularly enjoyed the inventiveness of the group, as well as their conscious decision to choose the more "Star Trek"-inspired course of action when they evaluated their options.

In both cases, I picked up a few ideas and clarifications I want to make to the Stellar Quest rules. Playtest sessions like this one are excellent for such things, and achieving a successful and enjoyable game tells me that I'm on the right track. I can't wait to get this one done and out there, for those interested in Old School Star Trek.

Saturday was my day to play, and I chose games I don't normally get to experience here at home. My first session was Monte Cook's World of Darkness, a brilliant D20 adaptation of the World of Darkness Storyteller System set in the post-apocalyptic aftermath of a failed attempt of one dimension to intrude into our own, leaving a bizarre mix of creatures roaming the night, trying to complete the work that failed with the initial efforts of the Icconu. We played fast and loose with the rules, but the adventure was pretty solid. Our characters were Awakened (aka Hunters) who were trying to survive in Houston. We were investigating an issue where the sacred nature of our previous camp had somehow been violated, and we hit on a side trek that turned out to be the main adventure in disguise. Corrupted by the demoniac spirits released by the Iconnu's attempted incursion, a former televangelist was preparing to sacrifice non-baptized children and adults for his own nefarious purposes. Being the Good Guys that we were, we stepped in and stopped it, at great peril, of course. It was a good session, and I played my character to the hilt, complete with a bad Irish accent. I was in good company, for the other players roleplayed their characters equally well, and when the game was over, I felt we had accomplished a great deed. If I ever run a modern fantasy post-apocalyptic game, I will likely steal this adventure to work into my repertoire.

Saturday afternoon, I tried out the latest incarnation of Gamma World. It was based on the D&D 4E engine, and with the setting's unusual premise, I had high hopes that the system would lend itself well to the game. We played through three encounters of the adventure that came with the boxed set, using pregen characters. What I discovered was that, while Gamma World played well to the stronger elements of 4E, it also emphasized what I consider to be the weaker elements of 4E as well. In a game system where speed of play comes from rules mastery, when you change abilities with every encounter (and sometimes more frequently, as you change one of your "mutations" whenever you roll a natural one, as well), you tend to lose the ability to play quickly. When it was my turn, I had plenty to do, of course, and I kept my turns short intentionally. When it wasn't my turn, I was bored stiff. Still, the scenario was fun, and I feel good that we got three encounters in over the course of our four-hour session. I wasn't as happy with my experience here, but I got a chance to roleplay a telekinetic rat swarm, which was definitely an unusual yet entertaining challenge for me.

I had signed up for another session of Gamma World that evening, and I seriously considered switching to another game for that slot. However, Fate was a kind and fickle soul, and there were no slots open in anything I felt drawn to play, so I stuck it out and gave Gamma World another try. I'm really glad I did. The second GM walked us quickly through character creation and rolling randomly, I ended up with a yeti rat swarm, so I described my character as a swarm of miniature ewoks that acted with a hive mind. We started off in a gladiatorial scene, much like Mad Max: Beyond Thunderdome, and things just got better from there. Over the next four hours, we played out six encounters, including a small dungeon and a final "car" chase climax that brought out the true flavor potential of the setting itself. This was truly the best scenario I participated in at this year's Con, and I had an amazing amount of fun with it. I'm not sure how the GM ran things differently that removed the impact of rules mastery on playtime, but whatever he did, I was suitably impressed with the game. If Robert Anderson ever runs another scenario at a future Con, I urge everyone to jump at the chance to play in his games. Oh, and save a slot for me, too. :)

The dealer's room had some good deals going on, although there were not as many non-4E RPG books available as I would have liked. There were a lot of wargaming and board game materials present, though, as well as some great gamer goodies, in addition to a well-stocked anime booth and a fine assortment of T-shirts and bumper stickers. As always, Owl Con continues to be my favorite regional gaming convention. The staff is friendly, knowledgeable and well-organized. Other conventions could learn more than a lesson or two from these folks. Oh, and the prizes are pretty cool, too.

That about wraps up my report on Owl Con. If you have any questions, please let me know, and I'll do my best to answer them.

With Regards,
Flynn

Friday, January 28, 2011

Stellar Quest: Heading To Owl Con...

Good Morning, All:

Today I travel to Houston to attend Owl Con XXX, and run a few Stellar Quest scenarios. I had originally expected to have the supplement done by now, but we all know about the well laid plans of mice and men. Still, it will be a lot of fun to just play some Swords & Wizardry in a futuristic Star Trek setting. As I've mentioned previously, I'm running two scenarios at the Con. From the website, I can see that I have five players pre-registered for tonight's game, and none pre-registered for Sunday morning's session. I'm sure Sunday's game will make, but I'm a little concerned about it today, simply because I want to make sure everyone has a good time. (And if my second session doesn't make, then maybe I can join in the Caves of Chaos game being run by Norman Harman of Troll and Flame, an excellent DM whom I am proud to have gamed with previously.

At any rate, I'll return next week with some new posts, probably continuing the discussion on Fantasy Legal Systems, before returning to MyD20 Lite and my other projects.

Have a Great Weekend,
Flynn

Tuesday, September 21, 2010

Stellar Quest: Two Games At OwlCon...

Good Afternoon, All:

Today, I registered to run two games at OwlCon this winter. I definitely intend to have Stellar Quest ready by then. Since I don't have it ready yet, though, I had to list it as a variant of the Swords & Wizardry rules. I'm hoping that the use of the "Old School Star Trek" label will help. I also used product identity from the Star Trek universe in my descriptions, in the hopes that I get more interest because of a greater recognition among gamers.

So, what do you think of the following game descriptions? I randomly generated the core mission from the interstellar missions table I'd posted here a few months ago. In each case, I've added a slight complication that should come up during the mission. I think that the end result should be a lot of fun. If I do it right, then it will also feel like the group roleplayed through a Star Trek episode when all is said and done. I am definitely looking forward to the challenge.

Old School Star Trek: Mission to Carcerus III
You are a crew member onboard the survey cruiser USS Des Cartes. Your team's mission is to deliver Dotar Karth, the reknown mass murderer, to the prison planet of Carcerus III. Other ships have recently disappeared in this region of space, so you are advised to proceed with caution. This adventure uses a variant of the Swords & Wizardry core rules; pregenerated characters will be provided.

Old School Star Trek: In the Shadows of Orion
You are a crew member onboard the survey cruiser USS Des Cartes. Your team's mission is to rescue Shuvok, a kidnapped Vulcan diplomat that is being ransomed by Orion pirates. As outright conflict with the Orion pirates would create political turmoil, this situation must be handled with the utmost discretion. This adventure uses a variant of the Swords & Wizardry core rules; pregenerated characters will be provided.

More Tomorrow,
Flynn

Tuesday, February 23, 2010

Review: OwlCon 2010...

Good Evening, All:

In the midst of our first snowfall in over six years, I finally get to sit down and write up a brief report on my experience this last weekend at OwlCon. In short, I had a blast! While I got tired of eating the same food throughout the Con (there's really only the sandwich shop in the Student Center that serves anything I felt like eating), the non-stop gaming was fantastic.

I ran my first adventure for the Con on Friday night to a group of four gamers, including one that used to be in my Savage Worlds game before a new job took him from Austin to Houston. In Pavilion of the Dragon King, the goal was to escort a young prince to a magic throne within a hanging garden that had been warped by the blood of a fallen goddess. The party did pretty well in the warm-up combat against a slew of minions, Moss Men from the Fantasy Companion. Having conquered these plant-men mooks, the party made their way to the main gate of the overgrown garden, only to find a treant guarding the way. As one member of the party went to parlay with the tree-man, another climbed a nearby tree and decided to throw a lit torch at the guardian before I could even get to the riddle they were supposed to answer. Thus, the party had to deal with an irate creature much more powerful than they, and only the death of two of the party members provided an opportunity for the other half of the party to escape. It was touch and go for a little bit, but since the hour was late, I rounded out the story without too many additional complications, and the two survivors emerged victorious. Strangely twisted, yes, but victorious. The players had fun, though, and that's what counts.

Saturday, I got to play in three games. In the first game, I tried a system that I'd never picked up before, Hollow Earth Expedition. The setting the GM chose was based on the concepts behind Buckaroo Bonzai. Think New Wave music mixed with Doc Savage pulpy action, with a heavy dose of MTV videos and over-the-top action, and you have some idea of what we went through. I got to play a character based loosely on Billy Idol, and it was a blast. He had anger issues, and a not-so-secret love for the keyboardist in the rock band/secret agent cadre that was Arms Akimbo. We all had a great time, from our run-in with the "skyrates" (think Sky Pirates, and you'll get it) to the ninja assault during the news conference, from the secret labs of an evil corporate anti-aging super-spa (complete with brain-washing absolutely free) to the pyramid of an evil cult trying to summon a demon from the eighth dimension. It was a madcap, wild adventure, and I even won the roleplay award for that session (no doubt due to my really bad English accent and vivid portrayal of an angry British cricket player turned drummer). :)

The second game was a Deadlands Reloaded session, and it continued the trend of awesomeness. I played a Blessed preacher, and got to draw upon all those years growing up in a Southern Baptist church for inspiration. As before, I stayed in character throughout, this time with a thick Southern accent and perpetual condemnation of Satan. We resolved the roleplay award (and the prize that went with it) through random card draw instead of voting, and I lost, but I got several compliments saying that I made the game for several of the other players. That was some high praise, considering the talented roleplayers I was gaming with.

The third game that evening was a Necropolis session, which was awesome, but in a different way than the first two games I'd played in. This one had a very tactical "Vietnam War Meets Zombieland" vibe going for it, and didn't offer much in the way of character portrayal opportunities, but the game was fun and I could easily see the allure of the setting. I was starting to fall off the top of my game by this point, having little more than four hours of sleep and a full day of gaming, but it was still a blast. I even got to control some mooks on our side, which let me do some tactical stuff for the team, since half the players were new to the system and the setting. Again, we resolved the roleplay award through random card draw, and again I lost, but I still won in the "Having Fun" department.

Another night of short sleep got me through to Sunday morning, where I got to run my second adventure at the convention, The Cairn of the Blood God. I had one experienced Savage Worlds gamer (my friend that now lives in Houston), and three gamers new to the system, one of whom was a young girl probably around twelve years old. She was joined half-way through by her friend, and I was surprised with both of their ability to get into the game and keep up in terms of rules and such. The adventure centered around them exploring a small burial mound, looking for a large ruby called the Eye of the Blood God. They fought dungeon rats as a warm-up, and loved killing the beasts so that they could take my little miniatures (some rubber mice I picked up at Halloween) and tie their tales to their badges to make a necklace of their kills. I followed that up with a nasty fight with a giant scorpion straight out of the Fantasy Companion book, and then wrapped up the session with a final climactic fight against a Lasher Demon and some basic undead (using the Skeleton stats from the FC). We ran out of time, so we had to fast-track the ending, but the players enjoyed this session as well. Of the two, I think this session is probably more likely to gain more converts for Savage Worlds and some Old School flavored campaigning in the future.

All told, it was a great experience. OwlCon remains my favorite regional convention, with a heavy focus on gaming and good roleplay. I like the fact that they give prizes to the best player at each table, and how that seems to promote more involvement in the scenarios. Now, if they could only get some diversity in the food choices, I'd be one happy camper.

Hope This Helps,
Flynn

Friday, February 19, 2010

Off To OwlCon!

Good Morning, All:

Not much to report today, save that I'm heading out to OwlCon sometime soon. While there, I'll be running two events under the Savage Worlds rules, but with a heavy Old School flavor to them.

Pavilion of the Dragon King
Lying at the center of the Hanging Gardens of Shar'dan, the Pavilion of the Dragon King protects a magical throne said to confer sovereignty upon all who sit upon it. A daring band of adventurers must defeat the dangers of the Hanging Gardens as they escort a young Prince to fulfill his birthright.
Friday evening, 8pm-12pm

The Cairn of the Blood God
The Cairn of the Blood God has remained hidden from the eyes of men for centuries, protecting its many secrets. Now a band of daring adventurers must brave its aberrant defenders in search of the famed ruby known as the Blood God's Eye.
Sunday morning, 10am-2pm

I'll post a quick report on Sunday evening to let you know how the convention went, and in particular how the two events played out. I'm meeting a few of my old gamer buddies there, too, so I'm doubly excited about this weekend's gaming prospects.

More On Sunday,
Flynn