Convention Game Advice

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Convention Game Advice

Post by zorbal » Sun Dec 30, 2018 8:27 pm

So I’m thinking of running a convention game at ConQuest in Sacramento.

I have run a few HackMaster and D&D games at cons before, so I’m mostly looking for advice specific to DCC (but am not adverse to picking up general advice either!).

I imagine most players would be new to DCC, and could even be new to the hobby altogether.

Do you recommend running a funnel of 0-levels, 1st level, or another level altogether?

Of course we’ll use pre-generated characters, but I’m intrigued by the scratch-off sheets. Has anyone used these at a Con to speed up play but still have a feeling of character generation for the players?


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Re: Convention Game Advice

Post by finarvyn » Mon Dec 31, 2018 7:34 am

I have found that folks just LOVE the 0-level funnel and I always start my intro games there. If I know that I have an experienced crowd I might go for higher levels, but otherwise I default to the zeroes. 8)
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Re: Convention Game Advice

Post by GnomeBoy » Thu Jan 03, 2019 8:50 am

I have run Funnels and low-level games at Cons. I'm not sure it matters which, overall -- unless you have a feel for the venue. If you think there will be a population of people that have heard of DCC, they have probably already heard of the Funnel and might enjoy playing through one.

I've always had folks new to DCC at my Con games, and they seem to pick it up pretty quickly.
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be 100+ DCC Monsters

Kuruz, Mendicant, N • AC 8, 4 hp • R-1, F0, W0 • S9 A8 S9 P11 I16 L8
Zend, Grave Digger, L • AC 9, 3 hp • R-1, F0, W1 • S14 A6 S9 P13 I13 L6
Mercer, Outlaw, N • AC 12, 2 hp • R0, F-1, W1 • S7 A9 S6 P13 I8 L13
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Re: Convention Game Advice

Post by Raven_Crowking » Thu Jan 03, 2019 11:15 am

SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.

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