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"Running convention games; simple or complex?" Topic


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peterx Supporting Member of TMP20 Nov 2013 4:32 p.m. PST

What type of convention game do you run? Simple to learn with a few players and quick to play, or difficult, long and complex with lots of players? Some combo of the above? We ran a very simple game at Fall-In and it was a huge success! We also ran a longer, more complex game with lots of rules and 8 players. It was pretty successful. The turn sequence needed work, and it took a longer time for players to do their turn. So, what type of games do you run? If you don't run games, then what games do you like to play at a convention?

Sergeant Paper20 Nov 2013 4:40 p.m. PST

Simple by choice, with lots of decisions for the players.

religon20 Nov 2013 4:53 p.m. PST

I alternate long and complex games with simple games for convention games. I prefer running the former, but players prefer the later. Some games are for me and others for players. Club games tend to be simpler as they are the easiest for a small group to agree on.

Broadsword20 Nov 2013 5:22 p.m. PST

"Simple fast fun."
- kyotebluer than blue

Agreed, though everyone has a different definition. You'll be teaching the game to folks who may be new to not only your game, but the hobby. If it takes more than 2 sides of one sheet of paper to make the quick reference sheet – including all the charts – then the rules are too complex for a convention.

Al | ravenfeastsmeadhall.blogspot.com

Mako1120 Nov 2013 5:54 p.m. PST

Simple to moderate complexity with lots of players.

79thPA Supporting Member of TMP20 Nov 2013 6:07 p.m. PST

Simple rules that can be picked up pretty quick.

CraigSpiel20 Nov 2013 6:23 p.m. PST

Simple.

The big e20 Nov 2013 6:37 p.m. PST

Simple.
I ran a Look Sarge game and everyone had the rules down in no time. Everyone had a good time and we actually got a definitive win within time.
Second game was Road Warrior with very simple rules which is important when the game starts at 10pm and beer is involved!

CorpCommander20 Nov 2013 8:18 p.m. PST

Moderate complexity of scenario goals but dead simplicity of game rules. Unless you have a lot of experience don't try to be fancy. The more complex the rules the more likely it will bog right down.

Personal logo Extra Crispy Sponsoring Member of TMP20 Nov 2013 8:34 p.m. PST

I am always teaching rules so here is how all my games tend to go:

Each side has a unit out front. The rest of the forces are at the table edge or off board. I give a 2 minute summary of the rules, explain the turn sequence. Then turn 1 only the front units activate. It gives me units to use to teach moveing and shooting.

On turn 2 I usually end up with more shooting out front, movement in back and if necessary, and maybe some melee.

Works a treat and lets me introduce more complexity later if needed….

capncarp20 Nov 2013 8:39 p.m. PST

For conventions, make 'em simple and fun, the speed will set itself to the first two factors. GASLIGHT and Astounding Tales! work well for a rollicking adventure.

WaltOHara20 Nov 2013 8:56 p.m. PST

What Dave said. Make the mechanics semi transparent, that's my philosophy

Well, that and Materialism.

David Manley20 Nov 2013 10:31 p.m. PST

In the UK simple, fast and fun is essential since (given the different and shorter nature of UK shows over the big US events) punters generally don't want to play for more than an hour or so

Mithmee20 Nov 2013 11:03 p.m. PST

simple but fun

Bosco0521 Nov 2013 4:54 a.m. PST

Another vote for simple and fun. I enjoy running convention games but I do bear in mind that I will not know most of the players and, therefore, don't have experience with how they take in information. Most of the time when I see a player at a con game get frustrated it's because of unexpected variability. If they miss a command roll they knew they had to make, no problem. If they plan a move and didn't know there a chance it doesn't happen, that can lead to frustration.

Rules sets that I find are relatively easy to teach for con games are Hail Caesar, Black Powder and Uncivil Wars – they give great games but the player aid can be summarized on a single sheet of paper (one side).

AndrewGPaul21 Nov 2013 5:01 a.m. PST

My experience is the same as David Manley's; We've tried to design our games so that the rules take a minute or two to explain and the game lasts 30minutes to an hour. Usually we overrun a bit, though.

Even with published games, you can often throw a lot of it out. I stripped Urban Mammoth's Urban War game down from a 100+ page rulebook to a single side of A4 (with the reference sheets for each side on another A4 sheet), by throwing out a lot of the special rules, edge cases and explanatory text.

Cardinal Ximenez21 Nov 2013 5:19 a.m. PST

Simple allows the players to make a number of tactical decisions which affect the outcome of the game. I like for the players to concentrate on the decisions rather than the rules. The formula works for me.

DM

Marc33594 Supporting Member of TMP21 Nov 2013 6:05 a.m. PST

Simple works best for most conventions. We run games with Rapid Fire which is easy to explain and fast play. We make it even easier by running them as battle problems with the GMs running one side scripted. This speeds the games up and allows player the luxury of asking rules questions and the like without disclosing anything to the "other side".

More complex games will work if you have enough folks familiar with the rules. For example have seen some fairly extensive Flames of War games.

Poniatowski21 Nov 2013 7:12 a.m. PST

The ultimate goal for an HGMGS event is to run enough game hours… for the free badge… so length depends upon players…

I prefer to run simple and fast myself… a lot goes into putting on a game… I hope to start regularly running games.

I am sure we have all found players like simple and fun too, fast is an option and length is important too…

I give lots of credit to GMs for all that they do… events are one of the many facets to why peopel come to the shows…

Dan

Rothgar21 Nov 2013 7:29 a.m. PST

Simple and streamlined. I like to keep the game moving so players won't lose interest. Plus explosions, players love explosions.

peterx Supporting Member of TMP21 Nov 2013 7:43 a.m. PST

I know I do, Rothgar!

demiurgex21 Nov 2013 9:10 a.m. PST

I overdo mine, always have. But then I was spoiled in the first con game I ran – it was scheduled for 4 hours, but it was a small con and we had a bunch of experienced players. It actually ran closer to 9 hours, and everyone stayed around 2 hours after that discussing the scenario, tactics, and how they'd replay it afterwards.

Since then I try to put some mechanic in the scenario that shapes the time frame of the scenario. In one it was an escalation of forces game, so while there was a large, meaty combat going on people only had so much of their forces available at any point in time, and the ebb and flow of that game was a lot of fun.

In another there was a big stompy guy at the end who would clear the table – you had to get your victory conditions resolved within that time period, and it showed up at the exact right time and created a huge rush of activity at the end of the game.

Overall, I like diplomatic games – instead of straight up meeting engagements, there's lots of options and you don't know exactly what everyone else's goals are.

Some games have worked, others haven't. Its fun in the fiddlin'. :)

richarDISNEY21 Nov 2013 12:12 p.m. PST

KIS --> Keep It Simple

Though this is not enough for some players.

I did a con game earlier this year, and even though, I KEPT telling one player that it was a 'simplified' version of the rules, he kept trying to use complex things that I TOLD him that we were not using, just so he could gain an advantage. *roll eyes*
beer

Martin Rapier22 Nov 2013 6:48 a.m. PST

Simple, fast and ideally multi-player. Focus on the scenario, not the rules.

Cardinal Ximenez23 Nov 2013 7:33 a.m. PST

>>>The ultimate goal for an HGMGS event is to run enough game hours… for the free badge


The monetary benefit of the "free badge" doesn't come close to equaling the time and effort involved to run an enjoyable game. At this point the entry fee isn't a deal breaker compared to the amount many of us have invested in the hobby. I'd still do it without the free entry.

DM

Cardinal Ximenez24 Nov 2013 9:34 a.m. PST

>>>I'd still do it without the free entry.

As would most.

DM

firstvarty197925 Nov 2013 6:20 p.m. PST

Definitely Simple. And Big.

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