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" Article - How to Run a Convention Wargame" Topic

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664 hits since 12 Jul 2017
©1994-2018 Bill Armintrout
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Personal logo Colonel Bill Supporting Member of TMP12 Jul 2017 6:02 a.m. PST

For everyone heading out to Historicon today (or an con now or in the future) here are my weekly musings, this time on how to run a good convention wargame. Learn you must, young Padawans :).


Enjoy, Colonel Bill

45thdiv12 Jul 2017 9:01 a.m. PST

Interesting read. I really agree with your advice to have everything set up and ready to go 15 minutes before the game starts. It just shows that you are ready and have prepared. I have found that, as a player, I will sign up for games that gives me time to finish playing, get something to eat and still make it to my next game. If the GM is still setting up at the start time, it impacts my free time between games. I appreciate GMs who value a player's time.


boy wundyr x Inactive Member12 Jul 2017 1:33 p.m. PST

Interesting that HMGS conventions recommend gamers bringing their own dice and rulers – when I GM my dice are matched to my game (red for British, blue for French, etc.).

My challenge to getting set up 15 minutes before the game starts is that you need to have your table available to you well before then, and that doesn't always happen. And the way game sessions are usually timed, it also means a pretty good risk of missing a meal. I try to be set up well ahead, but sometimes that just doesn't happen.

TodCreasey Supporting Member of TMP13 Jul 2017 1:17 p.m. PST

The only point that may be an issue is re-enforcements – they can be a useful way to bring back a player whose force is wiped out early on.

95th Division Supporting Member of TMP15 Jul 2017 12:29 p.m. PST

thanks for posting COL BIll. Some very good points. I haven't hosted a game for a number of years, but plan to return at Fall-In. I'll definitely use some of your suggestions.

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