13th) Describe a game experience that changed how you play.
I actually have a few examples for this one but I want to focus on one, which served to codify my opinions on running convention games. The UK Student Nationals is a convention that brings together student societies from across the country for a mix of RPGs, wargames, LARP and boardgames. I went a number of times but one in particular sticks in my head for how bad one of the games was.
The convention works in that you pick categories then play two long games, one each day with the same group but different GMs. You never quite know what you’re getting, the particular year in question I’d signed up for scifi and the Saturday game was a bit of a disaster. Not horror story dickish GM disaster but a sequence of small errors that just compounded one another. The game was close to six hours long, under half way through I was building dice towers and the only reason I didn’t walk out was because I was going to be playing with the same people the very next day.
The signs were there from the start, the GM was late (not too unusual given the combo of students and drinking) and hadn’t finished the character sheets. Not one. So there went 15-20 minutes as he filled in the missing details. In the end my character turned out to be a smuggler / con-artist, with 20+ skills to his name (the game was in Hero system, I’ve no idea if this many skills was normal).
The opening to the game wasn’t much better. We were on a space station (yay) in the middle of some galactic civil war but none of us knew each other (boo). There’s bombing and we all get rounded up as suspects. Ok I think, maybe this is the central plot, that we’re all innocent and have to escape so we can prove that fact. Nope, we’re quickly cleared of the charges and then asked to work together as security for a delegation aiming to negotiate a truce.
So we head off on this space ship as the security team, a group of characters that don’t know one another and who were recently suspects in a major attack. Then there’s a murder, a threat from an emerging AI and an attack by a splinter group who have embedded themselves in the ships crew. A trainwreck, but a couple of things quickly become clear. The first is that both the characters and the adventure were based on a previous campaign the GM had run and the second is that only one of the characters was going to be central to the plot, the rest of us were just along for the ride.
The real kicker though? From that long list of skills I used only three or four. Total. In around 6 hours of play.
That game really changed how I looked at convention play and the extra responsibilities GMs have when running games. One of these days I might write out the mental checklist I’ve put together for convention games, the aspects that I personally think are important.
Suffice to say that was the last time I played at the Nationals. Every subsequent year I attended I did so as a GM, fully prepped and determined to run as good a game as I could.