Suggestions for holding a convention event

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This set of suggestions was written by Rob on the TARGATalk list:

Step Zero. I'm actually writing this one last, but putting it first. YOU ARE DOING THE CON A FAVOR. Remember, you're helping THEM, not they you. If you're even moderately charismatic, you can get them to do back flips for you. The more games you run, the more they will love you. If you're a repeat from year to year, and you consistently draw players, then they will have your baby and not (usually) even ask for child support.

Step Zero Point Five. Don't hesitate to run games at a scifi/fantasy convention. It's often not their main focus, but they'll welcome you nonetheless. If they don't have a game organzer, then so much the better. Offer to be their Game Coordinator. That puts YOU in the driver seat for gaming at the con. Mind you, it's a fair amount of work if there are more than a dozen games scheduled, so you might want to enlist help. Well, I'm assuming here you're getting in on the ground floor of a convention that doesn't normally host gaming, and that you want to do a spectacular job and actually grow that section for the con. But, here, we're getting into a whole 'nother How To thing, and I'm not ready to write that one up just yet. I haven't been a con gaming organizer in something like 15 years.

Step One. Write an adventure: Shorter is better for conventions. Write it short, then cut stuff to make it shorter. Repeat until you think it's too short. Player's always take longer to do things than any DM expects them to, and you want your convention players to experience as much of your adventure as possible. If they completely finish it, then pop the champagne cork. You can also run a "store bought" adventure, but don't expect it to get completed, or even very close to completed.

Step Two. Play test your adventure: If you don't already have a local group, there are about 3000000000000 million million million of us on the gaming forums that will do it for you.

Step Three. Contact the con and tell them you want to run a game: DO THIS AS MANY MONTHS IN ADVANCE IF YOU CAN. Maybe even do this before Step One, maybe Step 0.75? If you do, however, then the clock is ticking and you'd better start writing pronto. The con organizers will fall all over themselves (usually) to accommodate you. Make mention that you'd like your game listed in any gaming flyers the con produces. This is in ADDITION to any you create yourself.

Step Four. Stay in nearly constant contact with the con: Convention organizers are notorious for changing things and forgetting about you. Constant contact doesn't mean being a pain in the a**. If you become a pain in the a**, then your table size/placement may be less than satisfactory come con time. Of course, your own personality will greatly determine if you're a pain in the a** or not. Follow up on that request for mentioning your game in any of the game-related flyers.

Step Five. Show up at the con as early as you can: And/or as far in advance of your game time as possible. Make sure the con remembered to include your game 1) in the game program (if there is one), 2) on the game board announcement (if there is one) and 3) provided a signup sheet. There's almost always a signup table.

Step Six. It doesn't hurt to plant yourself in the game room and "work" on your adventure. Make sure your Old School Books of Goodness are prominently scattered about the table. Unless you're at the new North Texas Con, or a Gary Con or a You Get The Idea Con, you're OSBGs WILL attract attention. Use that!

Step Seven. Show time. Be enthusiastic. Be a showman. You may want to provide inexpensive freebies for every participant (who doesn't like free s***?) If your adventure is deadly, maybe a modest prize for any survivors. Sometimes .. well often .. you can get the con to help you with this

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