WSmith
2nd Level Troll
Posts: 94
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Post by WSmith on Sept 6, 2006 8:33:53 GMT -5
I am considering running a game of T&T for the local con that is coming up at the end of the month. I am detered and somewhat intimidated, however. While I have countless solos under my belt, I have never had the pleasure of running or even playing in a live face-to-face T&T game. This makes me wonder if my expeience with the solos would make me competant enough to run a T&T game for a bunch of people I don't even know, and that may have tons more experience than I do.
Now, you might say, "If you don't feel comfortable enough with T&T, try another game." Well, the thing is, while I have no tabletop experience, it appears to me in theory, due to the simple and freeform nature of T&T, that with all my years of playing other RPGs, that I should have no trouble pulling off a good game.
Has anyone run a T&T convention game before? Anyone have any tips?
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Post by skathros on Sept 6, 2006 15:09:40 GMT -5
IMO, the biggest hurdle is familiarity with running games (any RPG game). Experiance at running RPGs, regardless of what system, is a really big asset. I know you have no lack of experience in the GMing department, so I'm not too worried about how your game will turn out! The specific rules ain't really a hurdle...you just read through the rulebook a few times and you got that one down. Especially if the game is T&T! It's elegantly simple mechanics will handle any of those pesky unforeseeable things players tend to throw a GM's way  SRs are a wonderful thing, truly!!! This is my way of thinking as well, when GMing a new system. Taking that king of attitude, I've never had a game flop. The hardest part for me is gaging how to keep these new players' interest. In events such as Cons, or RPG Meetups, you don't really have the benefit of knowing who your players are or what kind of adventures keep their interest (unlike GMing for a group of buddies). Quickly gaging player expectations and interests, and being able to meld that with your adventure at hand is key. All in all, i really doubt you have much to worry about  If you'd feel more comfortable test-running the adventure you have planed on others before your con, why not run it on IRC for a few folks. I'd be more than happy to jump in on the game if it'll help you out. You would get a feeling for the mechanics of the game when they come in contact with players and GM. If this is something you'd like to try, I'll be happy to be a Guinea Pig 
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khaydhaik
4th Level Troll
Thumb up!
Posts: 412
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Post by khaydhaik on Sept 7, 2006 0:11:08 GMT -5
I have not run a T&T convention game before, but plan to do so at MegaConvention in Orlando, FL, next February. I have run T&T campaigns before, so that helps, but even if I hadn't, I would rely on my GM'ing experience with other games to see me through, as long as I was prepared beforehand.
To help build suspense, you can ask for a SR at any time, make a note of who made and who missed their SRs, and then at some later time make use of that information. This should keep the players on their toes.
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WSmith
2nd Level Troll
Posts: 94
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Post by WSmith on Sept 7, 2006 7:53:45 GMT -5
Thanks for the tips. I would love to try an online test run, but I am not sure what adventure I want to run. Anyone have any suggestions? I might just use Jamis Buck's random dungeon generator and convert the monsters from d20 to T&T.
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Post by mahrundl on Sept 7, 2006 15:30:39 GMT -5
There are a lot of excellent adventures at the Hobgoblin's Tavern: web.ukonline.co.uk/angora/, if you don't use Jamis' generator. Quite a number of other sites have T&T adventures that you can download too; it just depends on what you want to run.
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Post by skathros on Sept 7, 2006 17:59:39 GMT -5
The Hobgoblin's Tavern does have some great and varied adventures. There's sure to be something for you there. Let me know if you do. I'd love to join in.
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