For OD&D Referees: CONVENTION GAME PREPARATION AND PRACTICE IDEAS

 

Preparation:

1.         Your ultimate goal is to demonstrate the fun parts of the game to those who have’t played OD&D. You want them go away liking this game, or at least not hating it. 

2.         Don’t assume the players will know the setting.  They might not have read any Fritz Leiber, Poul Anderson, Harold Lamb, Robert Louis Stevenson, Jules Verne, Edgar Rice Burroughs, Clark Ashton Smith, or Jack Vance.  Be kind to those who are new to the adventure genres.  If you, the referee, haven’t read these authors, then do yourself a favor.

3.         Use bullet points. They can be marked off as you go.

4.         If you plan on play-testing your own prepared scenario, or instead will be gaming on the fly, then make the players aware of it on the sign-up sheet or the on-line game description. Players might want to know this information before the game starts.

5.         Avoid using lots of handouts—keep the game light and easy.

6.         Prepare for what you have previously advertised and what the players expect: No bait and switch.

7.         Make a short list of the party’s character names, races, classes and the special gear they have. Attach the list to the bottom, or reverse side, of everyone’s pre-generated character handouts. This way everyone in the party can know the important information about each party member.  For example: “Flippy the Elf is a magic user with a Wand of Gobstopping.”

8.         Make two short lists: people names & location names. For each name give a profession and/or a quick physical description.

9.         Write down some dangerous obstacles. They can be scary, gross, gonzo or strange. Just make sure that they are NOT dull. 

10.       Think up some fun rewards. Not “My dear friends, your reward for this session is that you get to come back and play in the second part of this quest tomorrow night!” That is a shitty reward. Fun rewards aren’t limited to treasure. Rewards can also include useful information related to the party’s quest. 

11.       It is fun to start an adventure in media res. But skip the stale tavern scene.  Instead of that, try using an outdoor conflict, fight or competition. And No Bartering Please.  Bartering is boring.

12.       Convey a clear quest for the party to complete: “You must enter Zork Tower and obtain the Staff of Goop.”  

13.       Explain why the party is compelled to take on the quest.  This seems to work well: “You owe the powerful wizard Murgatroyd a big favor…and now, according to his messenger, it’s payback time.” I borrowed this idea from Tim Kask.

14.       Look for material you can use to move the game forward in case the game gets stalled. Prepare a  list of  “surprises & jump-starters” for those dull moments when nobody seems capable of making a decision. “Did you just feel a tremor? Hey Bilbo! What the heck is that smell?  Oh no! Monsters!”

15.       Just in case the session must end early, have a canned Final Scene available that can “find the party”.

16.       Bring the rulebooks and a few minis just for show as “eye candy”. This stuff doesn’t need to be used, but it’s fun to look at other people’s toys.  I got this idea from Skip Williams.  Players also enjoy gifts and candy in case you want to bring them. 

17.       When creating the pre-generated characters, give each of the non-spell users a cool magic item to play with. 

18.       Write down some Fantastical Scenes and Far-out Locations, each with a few interesting details.  Use the 6 senses. Yes, I said 6. In fantasy there is that “other” sense. You know what I’m talking about.  It’s also probably wise to have a concluding scene in mind, but don’t worry if the game ends elsewhere.

19.       Don’t forget to bring the player handouts to the game!


First 30 Minutes of the Game:

1.         Wait before talking about the game. Allow the players time to arrive, to find a spot & to get comfortable.  Give them time to read their character handout.  Note that the players will be immediately drawn to reading handouts. So, let them finish reading before you start telling them important information. 

2.         Try to learn about your audience: Introduce yourself by name, ask for their names, encourage them to shake each other’s hand (or fist-bump) and talk with each other.  You could be the lone stranger dropped into a group of friends. So listen to them. 

3.         Go through the pre-generated character sheets and explain the basic rules of OD&D. Matt Finch suggests the following description:  “I describe what you see. When it’s your turn, you will tell me what your character does. Then I will tell you whether or not you automatically succeed or if you need to consult the dice.”  

4.         Don’t do character creation at the convention table. PC creation is dull and you only have so much time at a convention game. 

5.         Let players know they can leave anytime if the game just isn’t for them. Nobody will be offended.  Also say “I respect that folks have emergencies, families, jobs etc.  If you need to go, it’s okay.  Just be courteous and please don’t start talking on the phone in front of everyone at the table.”

6.         Ask who will speak for the group during the game after they all deliberate on where to go next. Write this person’s name down and stick to it.


In Game Practice:

1.         Start in media res and skip the player introductions of their characters.  They’ve already read the hand-out so they should know what’s important about some of the other team members. I.e., they should be ready to get it on.

2.         Engage the players; avoid looking up the rules.

3.         Take some breaks.

4.         Keep the pace up. Don’t draw things out.  It just takes up too much time to inspect every nook and cranny for traps and secret doors. It’s fine to let the group know there is nothing left to find so they can move on.  Avoid boring role-play scenes like “Now we will all listen so that the Hobbit can explain to the NPC merchant (in his horribly fake Irish accent) just exactly how he paid for the allegedly stolen bauble.” Remember, it’s a convention game. There’s only a limited amount of time. Focus on getting to the fun stuff.

5.         On the other hand, “keep a loose grip on the throttle.  Go with the flow.” If something interesting is happening, then it’s fun to see where the party can lead you. Thank you Tim Kask for these groovy quotes!

6.         Have fun, entertain yourself, smile, relax, breath deeply, and remember that you are in control.  If your “Weird-ometer alarm” goes off, then move it along to the next scene or take a break.        

7.         Be mentally prepared for players leaving early. it’s just a game. it’s okay. Stay frosty. Remember that you are not responsible for everyone’s "fun".

8.         Don’t end on a cliff hanger. If possible, give a short conclusion for each character at the end of the session. “Sir Bluto went on to have further adventures in the Realm of the Waffle Queen!” 

9.         Don’t divide xp, treasure or waste time shopping and haggling over prices.

10.       It’s okay to finish the game early…especially if there are other events the players need to attend.

11.       If someone is being AFA (a flaming ass), then take a break. Take the offender aside and gently ask them to knock it off or give them a respectable out.  Be cool about it.  Tell them that if they aren’t having fun, then it’s okay to leave early and that you will help them get a refund after the game.  Praise in public, counsel in private.  But if AFA just gets more hostile, then don’t be afraid to tell them to leave or you will call for security. This has only happened to me once.  For drunk and/or troublesome online players: create a separate channel on Discord so you can talk them out of the game.  Discord is awesome for in-game private conversations. Make sure you know how to mute, or even eject, a troublesome online player. Finally, consider that many of the middle school and high school aged players can be immature.  If you don't have the patience for young people, then set an age limit up front. 

12. If a player finds a clever way to use something on the character sheet to overcome an obstacle, by all means let them succeed. Or at least give them a bonus to the die roll. 

Happy Ref’ing at the






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