How to GM at Gen Con Game On Demand 2014
How to GM at Gen Con Game On Demand 2014
START HERE
[ What Is This ]
Running Games at Gen Con's Games on Demand?
If yes, awesome! This document is for you.
At Minimum
Please find 20 minutes to read this section, START HERE and the next section LEVEL 1.
Why?
It could save you hours of making mistakes we've all made in the past by preparing you with
solutions that have helped us countless times.
LEVEL 2 and 3
[ Disclaimer ]
Not Universal Rules
These are not universal rules. These are specific to Convention Games. How you run for
strangers might be different than running games for friends. Additionally these rules are specific
to Gen Con's Games on Demand 2014 which is specific to playing in the United States with a
potential international audience. This is NOT the one true way to run games.
Keep In Mind
There are always exceptions. Some ideas may not apply to your specific game. Additionally,
many ideas might sound obvious or like common sense. But what is obvious is often not
practiced (or simply forgotten in the moment) and what is common isn't, especially when you
play with people from different backgrounds and cultures from all over the world. It's best to be
safe, assume less, listen to each other, and learn how to run amazing games together!
Your Schedule
Overall schedule (RPGs & LARP): http://goo.gl/WxcE6c. LARP details: http://goo.gl/F5aMeK.
Questions? Email [email protected]. NOTE: subject to change.
CONTENT / TRIGGER WARNING: Examples include (but not limited to): sexual assault,
rape, endangering or harming children or animals, highly sensitive issues around pregnancy,
murder of loved ones, mental illness, torture, explicit sexual content, horror that is meant to
scare the actual players, and excessive gore.
If yes, note that while Games On Demand allows most content as long as it does not break our
or Gen Con’s rules, please consider the following:
● Warn your players before starting the game that it includes this content.
● Ask yourself: Why is this content important to your game? Do you feel prepared and
knowledgeable enough to include this content responsibly and sensitively?
● If you are primarily including this content to be “edgy”, we highly suggestion not doing
so. This content can be handled responsibly but if the main reason for including it is to
be “edgy”, that’s a warning sign that you may need to think deeper about these topics.
Character Backstories
Avoid making players read pages and pages of material just to get started playing your game.
Players will get bored quickly and they may only skim this material or only remember parts of it
so that it's not actually useful in play. Where possible cut down on what player have to read.
Use bullet points. Provide summaries. Highlight the most important parts. Be honest, if you cut
out half of this material… would it matter? If no, do it! Then cut out even more!
Character Motivation
Depending on your game it can be helpful to be as transparent as possible. Who are the
characters? Why are they important? Why should we care about them? What problem do they
have to solve? Why do they care about this problem? Why do they have to solve the problem
right now? What do they have that will help them solve the problem? If they don't have what
they need, how can they get it? What obstacles stand in their way? What happens if they fail?
What ties the characters together? What keeps the characters together? Why should the
characters actually do whatever you want them to do? What can you cut out, simplify, or
combine?
Note: One way to help ensure the players care about the answers to these questions is to
answer them together with your players at the table.
References
The less flipping through rule books during a convention game the better. If possible create or
find rule cheat sheets you can reference. Or if you need to flip through rule books add tabs or
bookmarks to mark often references pages for quick access. Additionally, especially if you are
using prepared material… highlight the most important parts to make skimming faster.
1. Talk to one of our Hosts at the Marriott Downtown Hotel (350 W Maryland St,
Indianapolis, IN 46225) on the 2nd Floor in Ballroom 6 during the hours Games on
Demand is open.
Note: If you Email or Text Message us please identify yourself, briefly and clearly state
your question or message, and tell us the best way to contact you.
[ Game Start ]
Set Expectations
When players sit down make sure they are in the right place, at the right game, and this is
something they actually want to play. Sometimes players see the name of the GM or even just a
piece of art that catches their fancy and signup to play without actually know what this really is.
Be Clear. Remember your answers from "What is Your Goal?" (LEVEL 1:Before Con). Use
those answers to tell players: What is this? Who is it for? Who is it not for? How long is the
game? Is it cooperative or competitive? Is this a game with lots of acting, math, improv, combat,
puzzles? What is the tone? Silly? Serious? Scary? Is this game Rules as Written? Is it a Hack?
Why do you want to run this game? What do you hope to get out of the experience?
Let people know if this is not the game for them, no problem, they don’t have to play, they still
have time to find something else, and we would rather they play something they are excited to
play than suffer something that isn’t a good match for them. And even if they find out later that
this is not the game for them, the door is always open and they can always leave and no one
will take it personally. I like to take a break early on to give people an easy out in case they feel
more comfortable leaving the game during a break.
Don't hesitate to turn someone away. Defy geek social fallacy (http://goo.gl/bg11s) that you
should take on just one more player or adjust an 18+ game because a younger person wants to
play. This is the first step to a successful game. Match the right game to the right players.
Content Warning
Does your game deal with sensitive, potentially offensive, or controversial content?
Table Rules
Feel free to come up with your own rules and let players know what is or is not acceptable in
your game.
● Will there be an official break? Should we just take a break anytime we want?
● Is there a list of content not allowed in this game? Can players add to this list?
● Can players text or browse the internet at the table?
● Can players eat or talk on the phone at the table? Note: at GoD 2014, the answer is no.
● When it's someone else's turn can players have side conversations?
● Is out of character metagaming ok?
● Can we split the party? Should we stay together?
● Is this a railroad and we're expected to follow the GM's plot?
● If we don't know how a rule works, does the GM just make a call or do we look it up?
[ During Game ]
Hosts Will Come By To Collect Tickets
At some point during your game a Host will come by to collect Generic Tickets from your
players. If you have any general questions for the host this could be a great time to ask.
Teach general concepts first. Who you play. Why. Goals. How you win. How you lose.
Obstacles. Start simple and get detailed as you play. Teach exceptions later. Teach strategies
later. Start with Why you would use a rule, then What the rule is, then When to use it, then How
to use it.
Use examples to illustrate the above. Avoid being too abstract. Be brief. Teach something,
then have the players do something, then repeat. Avoid overwhelming them.
Teach what players need to know to make informed decisions. Avoid referencing rules you
haven't explained yet or asking players to make important decisions that they don't have enough
information yet to make.
Offer fair warnings as players play. Let players take back choices if it will help them learn and
if bad choices will mainly make them lose interest. Some players prefer to learn by making
mistakes. It depends on the player. Offer options. If a player is about to make an ill advised
choice, re-explain the rule but don't play for them.
Make players active in learning. Have players read materials for you, handle game
components, and help come up with examples.
Focus on the Behavior NOT the Person. Sometimes people who seem to act problematically
may not be doing so on purpose. Sometimes the problem isn't about any specific individual but
miscommunication about what we are doing, who this is for, who this is not for, what behavior is
ok, and what behavior is not ok. It might simply be a mismatch of goals and a misunderstanding
of what the game is. The first step in avoiding problems is being clear what we are doing, who it
is for, and who it is not for and give people a chance to leave themselves before the game
starts.
Correct Miscommunications. Often when we take a break to clarify again what a game is or
isn't, the seemingly problematic person will stop or opt out of the event. Some people are
distracted, some people are bad at picking up social cues. Being subtle may not be enough, Be
direct but polite, know what you want and don't want, and tell people clearly and directly.
Maybe They Don't Intend to Act Problematically BUT their Actions still are. Someone
might be behaving problematically without intending to do so. Maybe their actions, for example,
are internalized sexism or racism from their larger culture that they don't consciously realize how
they are hurting other people. They might think of themselves as a nice person, their friends and
family might think they are the greatest person ever, but their specific actions might still be
problematic. That's why avoid focusing on the person, focus on the person's specific actions
right now. We don't care if someone is a racist, we care if someone said something racist.
Tolerating One Person's Behavior May Mean Ostracizing Five Others. GMs sometimes
worry or feel bad confronting a person for problematic behavior. People who have been
ostracized themselves may feel bad about ostracizing others (or simply want to avoid conflict).
But if I am at a table with six players… and one is behaving problematically… by not stopping
that one person's behavior we may inadvertently ostracize 5 other people. To be clear, their
behavior is NOT your fault. This isn't about blame but making the best out of a difficult situation.
● Talk to the person away from the table (so they feel less defensive) but still in public (so
you and they feel safe).
● Don't attack. Don’t make it personal. It's not about WHO they are, it's WHAT they did.
● You might say, “I noticed X seems to be happening and I wanted to talk to you about it
away from everyone else. Is everything ok?”
● If it becomes clear that it is NOT a miscommunication, then point to the code of conduct
or rules posted everywhere and ask them to stop doing that specific thing or if they want,
they can leave. If you prefer you can skip asking them to change the behavior and jump
right to asking them to leave. If you want them to leave, don't paint this is a negotiation.
● If they want another chance and you are comfortable giving them one, recommend
alternative specific actions they could do that would best fit the group and game.
● Just because we ask someone to leave does not mean we are now enemies or we hate
each other. We can wish them a good time at the rest of the convention. Maybe this
specific event is simply a bad fit for them. Don't make it personal.
Talk. Offer but don't pressure to talk away from the other players. Sometimes having an
audience can artificially intensify the situation. That said, while it might be a good idea to talk
away from the other players we recommend still talking in public so that you both feel safe and
not isolated. Always give people space and easy outs if they want to leave the situation.
Sometimes having a third party can also help. Feel free to ask a Host for help.
Apologize. Embrace what you may have done. Even if there are multiple sides and nuance to
what happened, even if what you did was not intentional, if your actions hurt someone…
apologize. Don't say, "I'm sorry you were offended". That makes it about them and not you and
can be patronizing. Say, "I'm sorry I did [specific thing]". Acknowledge what you did.
Listen Hard. Listen to what they have to say. Given them space. Don't interrupt. Show them
that you want to listen. Be open. Don't be defensive. Don't think of yourself as objective or "the
rational one" and the other side as "too emotional". Even if you don't agree with specific points,
Learn and Improve. Use what you gathered from listening and incorporate any lessons into
your future actions and behavior. A lot of progress comes from making mistakes, listening,
learning, and growing.
Model Behavior
Lead By Example. If you want players to be excited, be excited. If you want players to use
colorful descriptive language, use colorful descriptive language.
Be Direct
Many people don't get what they want because they don't ask. Don't want the players to split the
party? Tell them. Want them to split the party? Tell them. You don't have to do everything "in
game" or "in character". Tell them player to player what you want and don't want. Even better,
say WHY. People are more likely to comply if they know the reason. "Let's split the group into
two, but not more, so we can cover more ground since we only have 45 minutes left to play and
I want us to finish on time so you can all get to your next game."
[ Game End ]
Don't Go Over Your Time
It is best to end a little early than to end late.
Event Feedback
Is there anything we at Games On Demand could have done better for you? Please leave any
feedback with the Hosts or email us at [email protected].
Write a Script
Most of us forget things. That's ok. When people run Monsterhearts, I've noticed most of the
times people forget to Highlight character stats. What I do is write down a quick checklist of
things to do when I run my favorite games so I don't have to bother memorizing anything. And if
I know there is something I frequently forget I will highlight it so it stands out.
Diverse Characters
Avoid having all available characters simply be straight white males. Offer options with diverse
genders, diverse sexuality, name that don't all sound like "Bob Smith", diverse races, ethnicities,
cultural backgrounds, beliefs, economic and social classes, family types, diverse places of birth,
personality types, flaws, and body types.
Let players change these options. If one of the character options is male and a player wants to
play them as a trans woman, let them. And don't assume female players want to play female
characters and vice versa or that female players want to play healer roles or male players want
to play fighters.
Note: people understandably think that if they leave all of these options blank, if your game has
no race for example, that is diverse or inclusive. But unfortunately this does not seem to be the
case. Without intending it, many people fill in blanks with whatever is default in their local status
quo. Which often isn't very diverse and characters end up being similar.
[ Game Start ]
X-Card
An X-Card is an optional tool (created by John Stavropoulos) that allows anyone in your game
(including you) to edit out any content anyone is uncomfortable with as you play. Since most
RPGs are improvisational and we won't know what will happen till it happens, it's possible the
game will go in a direction people don't want. An X-Card is a simple tool to fix problems as they
arise.
“I’d like your help. Your help to make this game fun for everyone. If anything
makes anyone uncomfortable in any way… [ draw X on an index card ] …just
lift this card up, or simply tap it [ place card at the center of the table ]. You
don’t have to explain why. It doesn't matter why. When we lift or tap this card, we
Notes:
● Sometimes the speech above is more useful that the X-Card itself!
● Use the X-Card early, even on yourself, to lead by example, and model the behavior.
● The X-Card does not have to be a tool of last resort. The less special it feels, the more
you use it, the more likely someone will use it when it really is badly needed.
● The X-Card is not a replacement for conversation. If you prefer to talk about an issue
that comes up instead of using the X-Card, please do. Just because the X-Card is
available does not mean it has to be used. But when it is used, respect the person who
uses it and don't ask why or start a conversation about the issue.
● The X-Card is a safety net, but not everyone will feel comfortable using it in all situations.
If a player had a problem with the game and wants to talk to you about it afterward…
please listen. It it not okay to say "but you didn't use the X-Card" as a defense. Don't use
the X-Card offensively. Listen and talk it out.
● If you aren't sure what was X-Carded, call for a break and talk with the person in private.
● Don't use the X-Card as an excuse to push boundaries. It's not a Safe Word.
● The X-Card is not an excuse to try to get back to the game as soon as possible. People
matter more than the game. If you need to take a break, take a break.
Tent Cards
It can be useful to use tent cards to remember everyone's character names. Each player grab
an Index Card, fold it in half, write your character's name on both sides in dark text (markers are
great), and stand up the index card in front of you.
Be Enthusiastic
Encourage players. Be enthusiastic. When they have good ideas, tell them. Be their
cheerleader. Cheer them on. Be their biggest fan even as they are destroying your NPCs and
plot!
Be Non-Judgmental
Reserve judgment. If a player comes up with an idea that sounds questionable don't shut it
down, instead ask questions. "How do you see that working?" "What do you hope to
accomplish?" Sometimes a boring idea is exactly what is needed. Sometimes a questionable
idea only sounds questionable because you are missing key details or misunderstood. Think of
new ideas as newly born. It's easy to destroy something when it is newly born and defenseless.
Instead work with your players to build up their ideas and allow them to grow. That said, if an
idea is offensive or hurtful to other players or damaging the tone of the game, feel free to talk to
the player and offer alternatives. Don't just say no. Say "no but…" or "yes only if…" Don't just
stop momentum, redirect it, while keeping the player's engagement in mind.
Recruit Players
Ask players to help you to make running the game easier. If a player has played before, ask
them to help teach other players. If a player has a rule book, ask them to look up rules. If a
player has great handwriting, ask them to keep notes. If a player loves drawing, ask them to
Instead start with WHY. Starting with why quickly tells you if everything else makes sense for
your game and players. When thinking about WHY, ask yourself:
● Given the types of characters the players chose, what types of conflicts or situations
would let them show off their strengths? What would challenge their weaknesses?
● Is the game too predictable? What twists can I introduce that will keep players excited
but won't break their suspensions of disbelief?
End Scenes
End scenes before they become boring. Cut away earlier than later. And look for that right
moment… where something significant changes or a player comes to a revelation or a player
asks a crucial question that points to future possibilities to end the scene. Look for forward
momentum to spring forth to the next scene before the energy of the scene runs out.
If I'm running an investigation game where each scene involves finding clues, I will use the
Scene Card (from Gumshoe) to indicate that there are no more clues to be found (simply write
"Scene" on a card and lift it up when needed).
If I'm running a game where players are making up a lot of the game's content, I will simply say
"Last Line" (technique from Kristin Firth) to indicate the players can say one last line before the
scene ends. That way the cut isn't sudden but there is a clear warning to wrap everything up.
Keep Notes
Take special note of what players pay attention to. Which objects do they inspect? Which NPCs
do they talk to? What do they ask questions about? What do you mention that excites them?
What questions do players investigate that are still left unanswered? Write these things down. If
players pay extra attention to them, make them more important. Reincorporate them. Note, you
don't just have to reincorporate or write down literal things like person, places, and objects. This
also works with tones and theme. Especially theme.
It can be difficult to track how much spotlight players are getting, or if someone is being left out,
especially in games where there are no official turns and you have a lot to remember as the
GM. Here are multiple examples of how to track spotlight:
● Write down each player's name. When that player does something significant (roll, make
a choice, use a move, have a conversation) add a check next to their name. Try to give
opportunities to each player to earn an even number of checks relative to each other.
● Give each player 3 tokens. When a player wants to do something significant, they spend
a token. Everyone gains more tokens after everyone has spent their tokens. If a player
has tokens but doesn't know what to do, they may give their tokens to other players.
● Grab a blank index card for each player. Write their character's name on each side. On
one side, write "ready", on the other "acted". Start all cards with the "ready" side face up.
When a player acts, flip their card to the "acted" side.
● Have players choose who goes next. Emphasize that everyone should have a chance to
equally participate.
● If your game has initiative, roll it, and use this turn order for everything including actions
outside of combat.
Note: if you know who is going next, remind them so they can be ready. If someone
plays a scene that is going long, cut away from that scene and then after everyone has
had a chance to play, cut back to that scene.
Failure is Fun
Roleplaying is roleplaying despite if a character fails or succeeds at an action. Failure can be
even more fun to role play and show everyone who your character is and how they behave
when things don't go their way. Let players both describe how they succeed and fail.
Fail Forward
When a player fails that doesn't mean the game has to hit a dead end or stall. Use failure to
give players what they want but at a cost, or to present new opportunities and obstacles that
move the game forward. Since a convention game has so little time, try to avoid anything that
slows the game down like red herrings or rolling for information you NEED to move forward.
[ Game End ]
Epilogues
They say how you start and end is more important than the middle because those are the parts
people remember. Endings especially. And endings are especially hard because what is a good
ending for a particular player and their specific character is difficult to know let alone fit
everything in given the time constraints of a convention game. So what do I do? I have multiple
endings. Multiple endings that the players completely determine. How?
I end 5 minutes early, turn to everyone and say, "tell us what happens to your character…
anything… could be seconds from now… hours… days… years… decades… no resolution
rules, just tell us how you want their story to end, even if you died, tell us the legacy you left
behind but if it involves another player's character or something they care about, ask their
permission first. Beyond that, anything goes! Who wants to start?"
And it's amazing. Anything a player wanted to do but there was no time for or was left
unfinished they can wrap up seamlessly and to their complete satisfaction within minutes and it
leaves everyone on a high note and feeling great about the overall experience.
[ After Game ]
Make Friends
Offer your contact information to people you enjoyed playing with. Don't pressure them to do the
same in case the feeling isn't mutual. Be friendly. Many people end up making long term friends
at these events and will even go onto organize more games later at the same convention!
Player Feedback
If you feel comfortable, feel free to ask your players for feedback on your game. We recommend
avoiding closed questions like "was it fun" which is unlikely to get a "no" even if players had a
Character Sheets
Especially if you are not running a full game, hide any information on the character sheet that
you won't actually use. And the reverse, if you know there are specific parts of the character
sheet that are especially important, highlight those parts so they stand out. Additionally it can be
helpful to provide a basic rule summary of the most important and most used rules on the
character sheet for player's quick reference.
Scale Down
Some games include resources, meta points, or tools that assume you are playing multiple
sessions. Sometimes these resources do not scale well to a single session leaving the players
with too many options or too much easily spendable power with few consequences making the
game way too easy. If this is the case, consider scaling down those resources. You can even do
this with less obvious aspects of the game. If it's a game like D&D, maybe you start the game
wounded with less hit points than normal.
● Don't talk in gibberish in place of real language. Do NOT "ching ching chong".
● Don't represent everyone who shares specific characteristics as all being the same.
● Don't just feature women, people of color, LGBTQ people, people with special needs in
evil or weak roles, villain roles, victim roles, or roles of people who need to be rescued.
● Treat characters as real people with real motivations. Put yourself in their shoes. What
would you do? Are their motivations stereotypes or tropes? If so challenge or break
them.
● Try to avoid giving female NPC the stereotypical gamer healer role.
● Avoid white, heterosexual, north american, able bodied, male being "normal" or default.
● Genders
● Names from all over the world (so characters aren't all "Bob Smith", I use
http://www.parents.com/baby-names/ and
http://www.babynames.com/Names/search.php
● Ages
● Jobs, cultural roles, family roles
● Economic and social classes
● Races, ethnicities, backgrounds
● Locations they were born at, grew up in, or live
● Sexual Orientation
● Personality traits: http://ideonomy.mit.edu/essays/traits.html, http://goo.gl/PKuA0, and
http://en.wikipedia.org/wiki/Big_Five_personality_traits
● Flaws: http://goo.gl/tb82oh and http://goo.gl/f7wEn
● Body types
● Hair styles
Tips: I will then roll these randomly or choose the options I want and then cross them off
so I can force myself not to use the same options again and again. For lists with few
options, like gender, I might list the same options a few times so I have more to choose
and cross off.
[ Game Start ]
Player vs Player
Some games might involve players conflicting with other players via their characters. Be careful.
It's easy for people to get carried away and what starts just as a game leading to real life bad
feelings. Be careful and jump in before things get heated. Additionally check with all participants
before starting with a PvP conflict to ensure that everyone wants to participate. Be clear what
the stakes of winning and losing are. Remind players that their characters might be antagonistic
but both players should be having fun. If they aren't it's a good time to skip these conflicts and
move forward, even if that means a conflict is cut short or left unresolved.
Ask Permission
Sometimes characters have antagonistic or romantic connections to each other that could make
someone uncomfortable, especially if they did not opt in to such a connection. Ask permission
before establishing these connections. Instead of saying, "my character is totally your
character's rival", say, "would it be ok if our characters are rivals" or even, "who here wants to
be rivals with my character?"
● Quiet or new players. This may give them extra room to shine and they're less likely to
abuse such a position. But make sure they are ok with it and the extra attention won't
make them anxious. Don't pressure.
● Experience players who run games themselves and are sensitive to managing spotlight.
These players can grab the spotlight and treat it like a ball to pass around and keep it
moving. They can use their position to highlight others.
Start Strong
Alternatively to starting slow… start in the middle of a problem, in the middle of action… skip the
introductions, history lessons, and origins stories and jump right to it. Learn the background
details as you play or later via flashbacks. Show don't tell. Start with a fight, chase, or death.
Use Mistakes
When we play we may not be imagining the same things. You describe a bar but in your head
they only serve cheap beer, in another player's head customers are drinking expensive wine.
Someone makes a comment revealing that you aren't all on the same page… and while it is
tempting to correct people… STOP… why? Is it really important that this bar serve cheap beer
only? Or, maybe that is true… but… the customers the other player imagined are special
opening new possibilities. Maybe the bar owner is trying to impress them. Maybe the customers
are high status conceited people who refuse to drink what the bar has to offer and brought their
own alcohol with them. Don't be quick to shut down diverging ideas… maybe they are
opportunities to say yes to and then build on them.
Between the halfway point and the game's climax, we encourage you to reveal any secrets.
Secrets can be great when they feed directly into playing the game but frustrating if they are
never revealed or revealed too late. Try to reveal secrets early so players can play with them.
Climax early. If you game has a big battle… don't wait till you have just a few minutes left in the
game. Sometimes what's great about the big scene is what happened afterwards. The
consequences and exploring them. But if you run out of time you will miss out.
Quick Names
Look at your NPCs description and give them a Literal name or Ironic name. Like Pig Face
(literal) or Tiny Giant (ironic). Alternatively you can take the name of a friend and change one
letter and/or add letters. John becomes Ohn or JohR.
Repeat Names
Names can be hard for players to remember. Repeat NPC names. Write them down on index
cards and place them on the table where everyone can see them. Make it clear who's talking
(point to the NPCs name).
After Break
Ask players to summarize what happened. Note what they remembered and what they forgot.
What they forgot might have been uninteresting to them or too complicated to remember.
Maybe leave it out or simplify. When they recall what they remembered, take special note of
anything they describe in detail or with excitement. Give extra focus to those elements and build
on them.
Alternatively it can be fun for players to take a moment and roleplay as normal people in the
world and tell us from their perspective what they think is happening in the form of rumors and
gossip. This is can tell you what players feel about the game but also give them a fun chance to
quickly further flesh out the world.
Forget Awesome
People worry about being awesome which doesn't make them more awesome, it makes them
more anxious! Or they think of something they think is awesome, spring it on everyone, and no
one cares leaving them disappointed. Forget being awesome. Instead focus on making things
for players to interact with. Then actively listen to your players. React to their actions. Show
consequences. Present opportunities. Do what makes sense. Forget being original. Forget
creativity. Given what just happened, what makes the most sense to happen next? Do that. Sell
your players actions. Did they just give an inspired speech? Have NPCs act inspired! Did they
just intimidate someone? Show that person scared. What's more important that being awesome
is listening and reacting. Establish a rhythm. Help each other.
Metagame Techniques
Before using these techniques in game we recommend you practice them with your players
before the game starts:
● Monologue: the GM will point to a player and say Monologue. Then the player places
two fingers against their own temple and speaks their character's thoughts aloud.
Players can also volunteer to do this themselves to make subtext in game transparent.
It's also a great technique for quiet characters. Just because a character is quiet does
not meant the player has to be quiet.
● Harder: the GM says Harder and motions with their hands in a "come here" gesture to
indicate to the player to escalate their actions.
● Softer: the GM says Softer and motions with their hands in a "pushing away" gesture to
indicate to the player to soften or de-escalate their actions.
● Act / Time Restrictions: the GM can set meta rules tied to time. For example, "no killing
each other's characters till we have 30 minutes left."
Player Engagement
What's dramatic, exciting… what holds player's attention? Contrast.
Contrast as the balance between the known and the unknown and the relatable mixed with
surprise. As human beings we look for patterns. If someone says 1 then 2… we expect 3 to be
next. By identifying patterns we can make assumptions, feel less stress, pay less attention, and
be comfortable. Patterns seemingly normalize the world around us and makes things
predictable. Humor and Horror use this against us.
Jokes work in 3 steps. 1. Introduce something that feels normal, relatable, and understandable
but interesting enough to pay attention to. 2. Reinforce number one through repetition or
introducing what logically comes next to create a pattern and expectation that the next step will
be more of the same. 3. Break the pattern suddenly in unexpected and surprising ways that
don't break suspension of disbelief. Horror does the same thing. 1. Something normal but feels
slightly wrong. 2. More normal. 3. HORROR… what is normal is turned inside out!
The key points here are introduce elements that players find relatable and understandable but
interesting, repeat them, and then add surprising twists that don't break suspension of disbelief.
You can do this with locations, plots, and NPCs. This Person/Place/Thing is just like X and X
BUT Y!
Additionally RPGs are an interactive medium so you can build player engagement by giving
players meaningful choices and then show them how their choices created impactful change in
the game.
And lastly you can build player engagement by involving them in the game directly. Ask players
questions that help define the world and build on their answers.
[ Game End ]
Movie Credits
Players seem to jump for joy when the game ends and I describe the screen going black and
the credits starting to roll. Immediately it frames the entire experience as a story in our collective
imagination streamlined inside our imperfect memories to perhaps be something that was even
better than it might have actually been. It's magical. It's why I love gaming and love people.
A fun extra I sometimes throw in is have a video box pop up next to the rolling credits
with very brief glimpses into some of our favorite moments from the game.
Debrief
Some games are emotionally intense and benefit from a debrief to unplug from the game's
intense emotions before moving on. If I feel a debrief is necessary (rarely for RPGs, more often
for intense LARPs) I will read some variation of the following:
"Please get comfortable, we are almost done, I just want to run us through a
quick debrief. Please feel free to be honest but also feel free to say nothing.
Don't talk over each other and don't comment on each other's thoughts. Talk
Then we will take turns, going around in a circle, asking one question (listed below) to one
person at a time. Wait for everyone to answer the current question or pass before moving to the
next question. Be patient, if someone's struggling, give them time (count to 20 in your head).
Thank people for their answers.
● Is there anyone who your character was especially aggressive towards? Feel free to
apologize to them and make it clear you aren't your character.
● Is there anyone who made the game especially fun for you? Feel free to thank them.
● Were there any moments that were especially memorable for you?
[ Disclaimer ]
Not Universal Rules
Keep In Mind
LEVEL 1
[ Before Con ]
Your Game
Your Schedule
2014 Games on Demand Location
Free Thursday, August 14th 2014?
New Player Friendly
Public Space Friendly
What Is Your Goal?
Sensitive or Potentially Offensive Content
Less Time Than You Think
Make or Provide Characters
Limit Character Options
Character Backstories
Character Motivation
References
[ Before Game ]
Need to Contact us at Gen Con 2014?
[ Game Start ]
Set Expectations
Content Warning
Introduce Yourselves
Review Community Standards
Table Rules
Transparency and Honesty
You are NOT a Dancing Monkey!
[ During Game ]
Hosts Will Come By To Collect Tickets
Do You Want to Play in the Next Game Slot?
How to Teach Rules
Dealing with Problematic Behavior
What if YOUR Behavior Causes a Problem?
Model Behavior
Be Direct
[ Game End ]
Don't Go Over Your Time
Fast Forward or Remove Resources
[ After Game ]
Clean Up
Event Feedback
LEVEL 2
[ Before Con ]
Know your Strengths and Weaknesses
Write a Script
Diverse Characters
[ Before Game ]
Don't Lose Your Voice
[ Game Start ]
X-Card
Tent Cards
[ Game End ]
Epilogues
[ After Game ]
Make Friends
Player Feedback
LEVEL 3
[ Before Con ]
Games on Demand Diversity Training
Character Sheets
Scale Down
Scale Up or Fast Forward
Don't Play Racist or Sexist NPCs
Avoid Making Every NPC You
[ Game Start ]
Player vs Player
Ask Permission
Warning - Leader Characters
[ During Game ]
[ Game End ]
Movie Credits
Debrief