Prepping a Convention RPG session

When you’re getting ready to run a game of your favorite TTRP at a convention, what and how you prep is different in some fundamental ways from prepping for your regularly scheduled group.  Trying new games is a big part of why many people attend a gaming convention like Enbicon and doing everything possible to showcase your chosen game or games in the best possible light is an important part of your job as the gamemaster.

  1. Pregenerated Characters.  As discussed earlier, you’ll only have a limited window in which to play your game.  Taking time out of that window to create characters is something to avoid.  It will always take longer than you think.  You’ll need to explain every choice, every option.  You’ll need to explain things that may never come up in the game in case it’s something one of the players is thinking about taking.  Character creation, even for a relatively simple game can easily eat up 60-90 minutes of your allotted time.
  2. Cheat sheets are a godsend.  Tons of modern games have characters with special abilities.  Whether that’s feats, talents, items, spells, super powers, merits, flaws.  Whatever the game system calls them, it’s a lot for players to remember.  Especially when many of them are situational.  Having a two sided cheat sheet is a big, big help.  One side can be for the system basics – what dice to roll, how to calculate successes, how to track damage etc. and the other can be a character specific list of that character’s special abilities.  I highly recommend formatting them clearly, bold the title and any activation costs or requirements.  If you’ve got the time, using something like Microsoft Publisher or an online Magic Card Creator can let you make game specific “Ability Cards” you can give to the player, which is handy and makes for an awesome souvenir. 
  3. Hit the high points.  Any given scenario at a convention is almost like advertising for that game.  You want to be sure that the scenario you have prepared gives the players an accurate taste of what the game is or what it is known for.  If you’re running Deadlands you’ll want to be sure to include both western and horror tropes.  If you’re running D&D then you’ll want a dungeon and possibly a dragon.  If you’re running Call of Cthulhu you’ll want cults to investigate and dispatch and mind blasting horrors.  Lean in to what makes the game you’ve chosen to run special and fun.
  4. Playtest your scenario.  If you’re running something of your own design (and honestly even if you’re not) gather a group of friends and playtest it.  Check it for fun.  Check it for pacing.  Check it for weird rules things you’ll need to remember.  If at all possible, test it with multiple groups as different groups will approach things in a different way.  
  5. Linear design and obvious plots are your friend.  In a home game or a campaign you have the space and the time to let the players wander and approach things on their own terms.  A convention game does not have that luxury.  You are on a timetable, probably 3-4 hours, and you need to be finished on time.  A convention game is not the place to run a sprawling megadungeon (note – unless that is exactly what you’re offering and you book the time to do so) or to let the players have free reign to wander the countryside.  
  6. Focus your story.  While your goal is to showcase the game, you also want to tell a complete story.  A convention game has more in common with a stand alone TV episode or a short story than it does a novel or a sprawling trilogy.  Make sure your story has a beginning, a middle and an end.  You’re not going to have the luxury of “continued next session” and it’s quite unsatisfying to run out of time and not be able to complete the story.
  7. Figure out your game’s rating.  If you look at your game through the lens of TV or movies, what rating would it receive and why?   Even an “R” rated property can be rated for different reasons and some people will be okay with some things and not others, even if they fall under the same rating.  There is a difference between being rated “R” for gore and being rated “R” for strong, pervasive language.  Both of which are valid reasons a film could attain an “R” rating.  This does not remove the responsibility of talking to the table beforehand but gives the players an idea as to what to expect.
  8. Aim for simplicity.  Some games can be overly complex but learned over time.  Additionally this may be the first experience players have with the game.  A convention game is not the time to bring in a custom initiative system, third party variant action rules or dozens of pages of adventure backstory.  If your chosen game has a free quickstart, those are amazing resources – pregenerated characters, short adventure and condensed rules in one package.  If your game doesn’t have such a thing, I still recommend checking out a couple to see how they work.
  9. Make a checklist of what to bring.  Adventure print out (or on your laptop)?  Rule books?  Dice?  Maps?  Minis?  Pencils?  Make the check list as you go, not at the last minute and then use the checklist when you’re packing everything to go out the door.

By Chris Fougere

Convention Games 101

When you agree to run a game at a convention rather than for your own friends there are several key differences that need to be kept in mind to make things run smoothly.

  1. You will only have a finite amount of time for the game.  Usually you either book a set amount of time (60 minutes, 90 minutes etc.) or a block of time (12pm-2pm).  In either case keeping track of the time is important.  There may be other attendees moving into the space when you are done and your players may have other games to get to following yours.  The time you have is for setup, instruction, gameplay and teardown and be aware of how long each of those things take.  Some games (Arkham Horror and Firefly I’m looking at you) have longer than average setup times.
  2. The odds are good that you will be playing with people who have no experience with the game.  In many cases, when someone sits down to a table at a convention it is because they want to try something new.  You will need to teach people how to play.  Make sure you know the rules.  Make sure that if there is errata you know what it is (and bring it with you).  If you’re using any house rules, have those printed out and make sure you tell people ahead of time what they are, possibly in the description you submitted.
  3. Submit a description of your game for the schedule/website etc.  Your game is one of many during the convention and if you want players you need to sell the game to them.  Some conventions have printed schedules with descriptions, others have websites with electronic versions.  Make sure you submit a description of your game, even if you just copy the blurb from the back of the box or the company website.
  4. Be aware of your table footprint.  Some games take up an inordinate amount of space.  If you’ve got boards, decks of cards, play mats, dice cups, dice trays, dice towers, player handouts, maps, miniatures, standees etc. that all takes table space and needs to be accounted for when you submit your game.  RPGs in particular can take up more space than you think when you’ve got 4-6 players plus a GM with all their dice, character sheets, dice trays etc. it takes up a lot of room.  Most tables at a convention are either rectangular (30”x72”) or Round (60” or 72”).  Some conventions may allow you to book two tables or place two rectangular ones together.  If you need more space than this you should bring your own TV Trays or similar but check with the convention staff first as there may not be open space for more tables than the layout allows for.
  5. Be accommodating.  If a player realizes they made a mistake fairly quickly let them take it back.  If a player doesn’t seem to grasp a rule or something it’s your job to make it clear.  Some games seem to delight in byzantine rules or scoring mechanisms or placement rules and if a player makes a mistake let them correct it if they ask.
  6. Do not play the game for the players.  Some people have a tendency to backseat drive when they are teaching a game.  “You should move here” or “You should use this ability”.  Do.  Not.  Do.  That.  The players are there because they want to play the game you’re presenting.  Even if a player does something that isn’t optimal as long as it’s not wrong (and even if it is you should remind them of the relevant rule but absolutely let them make their own legal choice), then let them do it.  Answer questions as they come up, remind people of the mechanics when necessary but do not play for them.
  7. If at all possible for a board game, be the impartial referee.  Make choices for enemies, roll dice for them, read card text aloud, keep track of the turns, the scoring and all the fiddly bits but if at all possible do not play in the game.  Run it as a game master.  Your job should be to teach the game to new people, not to play the game with new people and it’s much much easier to do that if you’re not concentrating on your turn or your strategy.
  8. Be knowledgeable about the game.  If people enjoy the game they are going to have questions, the most predominant ones being “Where can I get this?” and “How much does it cost?”  If possible direct them to your FLGS rather than a big box store or online.  If you’re running an RPG many, many companies have free quick start rules online that provide pre-gen characters, condensed rules and a short adventure.  If that’s available for your game, absolutely direct the players there.  
  9. Bring extra materials.  If you’re running a board game make sure everything is in the box (I once ran a game where the actual rules were accidentally packed away in an expansion box…that I didn’t bring) that you’ll need.  If you’re running an RPG make sure you’ve brought everything you need and a few extra sets of dice, some blank paper and pens. If your particular game uses special things – tokens, minis, standees etc. make sure those are with you.  If you’ve made a checklist of what to include then make sure you actually use the checklist.
  10. Be enthusiastic about your game.  In theory you’re running the game because you enjoy it so be sure to convey that joy.  Even if you’re running the late night session or the dog days end of convention session.  You are running/showcasing a game that you love and you want other people to feel that.

By Chris Fougere

Returning Sponsor Comic Hunter: Fredericton!

Hello again! Marie here, with our first sponsor announcement for EnBiCon 2023!

We are excited to announce that The Comic Hunter Fredericton will be returning as our presenting sponsor for EnBiCon 2023! We very much appreciate the continued support that they have provided us since 2018, and look forward to seeing what goodies you’ll be bringing with you this year!

#sponsored#sponsor#sponsorship#boardgames#localgameshop#EnBiCon2023#vendor#convention#tabletopgaming#tabletopgames#enbicon

Vendor Applications Opening!

Hi everyone! Marie here,

Just a heads up that I have a lot of really exciting announcements coming in the next couple of weeks, so definitely keep an eye on this space.

First thing’s first, for anyone interested in a vendor table: the applications will be available on May 31st at noon; I wanted to give you guys a heads up before it goes live.

Photo: Throwback to 2018, the first year that The Comic Hunter Fredericton joined us as a vendor! ?

Enbicon Merch Updates

Exciting Announcement

We’re working out the details on Enbicon shirts. Just seeing where the price point falls.

Once we have the particulars we will pass them along.

It’s looking like the prices will be $17.50 ($20.50 for 2XL+). The $3 surcharge for larger sizes is unfortunately an industry standard and nothing we can work around. For transparency – our cost for the shirts with taxes is $16.57 ($20.02 for the larger shirts) with the profits going towards the convention.

Actual measurements are provided below.

We’ll do shirt pre-orders when game registration goes live in June and likely continue through to the end of July. That way it allows plenty of time for the shirts to be printed for pickup at the convention. Payment will be due at time of ordering (we’ll should be able to set up E-transfer for it) and if we don’t meet the minimum of 12 then all monies collected will be refunded.

We’re super excited to be able to have shirts and if it works out well then we’ll do them each year with variations on the logo (probably fan submitted as a contest but that’s a 2024 thing).

2023 Pricing Updates

Alrighty so we did our budget for 2023 and the cost to run the convention this year is just shy of $3000 ($2962) – including venue space, insurance, supplies, prize support, bank fees, merch costs etc.

Which means we need to revisit our prices. Unfortunately things have gone up everywhere but we’re hoping that by giving you advance notice things will be smooth.

In 2023, while prices will be going up, we’re also introducing day passes, family passes and a slightly reduced early bird weekend pass price (exact dates to be determined).

2023 Pricing

Weekend Pass $27.50

Weekend Pass Early Bird $25

Day Pass – $20

Family Weekend Pass – $90 (2 Adults, 2 children 16 or under).

Enbicon 2022 is a Success!

That’s it for this year folks, and by all metrics it was a pretty amazing year, in spite of the storm. People that preregistered had all the games they signed up for run, people that showed up had games to play. Friday Attendance was the highest to date. We sold everything that was brought in for the game auction for the first time ever and raised 492$ for Carma. All that said the Enbicon Team is hard at work for next year. Got any queries/comments/concerns? Please let us know!