[GZG] What works at conventions

7 posts ยท Aug 14 2009 to Aug 15 2009

From: Bobby Mock <hansuke@g...>

Date: Fri, 14 Aug 2009 12:47:00 -0500

Subject: [GZG] What works at conventions

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lHey Y'all,
I am refereeing a Full Thrust bit at MAG-Con in December (
http://mag-con.com/) and was wondering if anyone had any helpful hints
about what type (or how big) of scenarios that I should run? Should I use FT2
for new comers, or try my hand at the new FT2.5 intro scenario, or something
completely different?

And do' s or don'ts?

Thanks

--
Bobby Mock Houston

From: Indy Kochte <kochte@s...>

Date: Fri, 14 Aug 2009 16:00:37 -0400

Subject: Re: [GZG] What works at conventions

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Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn Fri, Aug 14,
> 2009 at 1:47 PM, Bobby <hansuke@gmail.com> wrote:

> Hey Y'all,

First: stick with what you *know*. Don't try to bring into play new stuff
you're not versed in, or you'll find yourself looking up the rules to settle
a question more often than not (it's okay to look up rules - esp because
memory and written words don't *always* match - but it is best is to try
and keep it to a minimum when possible). That said, probably better to do the
2.5 stuff as that's more 'standard' now than FT2 (but YMMV depending on the
group playing). And you've got a few months to practice getting reasonably
versed in 2.5.

Playtest, playtest, playtest ahead of time. Make sure your scenario is
balanced.

You could look over the GZG ECC website's historical section, look and see
what FT scenarios different people have run over time, then plug them and ask
how they ran and for other feedback on them. Jon Davis has run the Estrell
Academy Cruiser Duel, but it's more about individual ships, not fleet action.

I've a series of scenarios 1/3 of the way down this page:

From: Bobby Mock <hansuke@g...>

Date: Fri, 14 Aug 2009 15:20:01 -0500

Subject: Re: [GZG] What works at conventions

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Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lThanks Indy,
I hadn't thought about the Academy cruiser duel. I always liked that type of
game on FTJava. That may be a thought also.

Thanks for the hints. I will followup on them this weekend.

Yes, I'm a holdover grognard from FT2, but I'm trying to move into the present
with FT2.5, since its more current.

Bobby

> On Fri, Aug 14, 2009 at 3:00 PM, Indy <indy.kochte@gmail.com> wrote:

> On Fri, Aug 14, 2009 at 1:47 PM, Bobby <hansuke@gmail.com> wrote:

From: Tom B <kaladorn@g...>

Date: Fri, 14 Aug 2009 18:45:18 -0400

Subject: [GZG] What works at conventions

Tomb's guide to running events at conventions:

1) Don't oversleep. <rolls eyes at self> 2) Be prepared. Have quick reference
sheets, ideally for each player.
Have SSDs. Have rulers/tapes. Have dice. Have miniatures all based,
numbered and ready. 3) Playtest any scenario more than once, ideally with
different people and trying different ways to break it. Last minute major
changes to scenarios without subsequent retesting = crap shoot. Can work or
can suck. 4) Player's at Cons may move far slower than you are used to. I
would say the average FT Con game orders writing phase is 5x as long as the
ones I'm used to. Also, some people don't play all that much or are real
numbers crunchers and deliberate a lot on movement plans and firing plans. Put
everyone on a clock (egg timer might help). When you playtest, use the same
timing. 5) Know the rules. Know how to adjudicate issues surrounding the
chosen parts of the scenario. Try not to be caught with unexpected
developments. (Much easier in games where you know what the fleets will be) 6)
Do not opt for the biggest thing you can do. People will be slower, you will
be more harried, and if it is your first time, probably a bit stressed. Do
something big enough to be fun, but small enough to be
manageable. My rule of thumb is 2-3 manouver units per player.
7) Convention goers show up unepectedly or fail to show up. Have plans for how
to instantly scale your scenario from 4 players up to 8 players (as a good
rule of thumb). You can specify 6 and 6 may show up, or 2 may, or 4 or 8. Try
to be able to accomodate 1 or 2 extra
players if you can - makes people feel included. But know your limits
at the same time. If you can break down forces into elements of a standard
size (roughly) and have 1 per player, then scaling is a bit easier. Consider
what happens if you get a 4 on 3 and how to divide out the remaining stuff. 8)
Consider appointing a team leader on each side to help you coordinate
activities. His job becomes making sure his team has finished plotting in a
timely fashion, answering questions for the other side (how fast are you
going, how many fighters are in that pile, etc). 9) If using FB FT, be very
leery of throwing out custom ships against FB ships. This is doubly true if
there are fighters. 10) I'll say it again: Playtest. 11) Start painting and
playtesting as far beforehand as you can. You'll still end up with stuff to do
you didn't expect at the last minute. If you leave things late, you'll be
overwhelmed before the Con and that's not a good plan. (Recalls one 'Paint or
Die!' night...) 12) Be polite, be inclusive, try to help new players learn the
game, and point people to Jon's website if you can. He's always supported his
player community, it is nice to support him and it is where they can get
rules, minis, etc. 13) If Stuart Murray shows up, run. (This is a generic rule
that does not just apply to conventions!) <Hi Stu!>:0)

From: Indy Kochte <kochte@s...>

Date: Fri, 14 Aug 2009 18:53:04 -0400

Subject: Re: [GZG] What works at conventions

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn Fri, Aug 14,
> 2009 at 4:20 PM, Bobby <hansuke@gmail.com> wrote:

> Thanks Indy,

Move now, while you can. ;-)  SOMEday FT3 may show up...

Mk

From: damosan@c...

Date: Fri, 14 Aug 2009 19:09:33 -0400

Subject: Re: [GZG] What works at conventions

> On Fri, Aug 14, 2009 at 6:45 PM, Tom B<kaladorn@gmail.com> wrote:

[snip]

All good stuff -- but rule #0 is: Prepare to improvise.

Damo

From: Bobby Mock <hansuke@g...>

Date: Fri, 14 Aug 2009 20:38:02 -0500

Subject: Re: [GZG] What works at conventions

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn Fri, Aug 14,
> 2009 at 5:45 PM, Tom B <kaladorn@gmail.com> wrote:

> Tomb's guide to running events at conventions:

Thanks for the list Tom. You are THE man. Maybe you should write a paper.
:)

--
Bobby