Con-Etiquette -- Part I

Author: Dra8er

Con-Etiquette
The setting: A snack bar in the heat of the summer at the Indiana Convention Center where Gen Con Indy 2010 is underway. Several subdued gamers file quietly in, grab a beverage, and cluster around a corner table. After a few seconds of intermingled silence and sighs, one ventures:
     "Well, that was a bit of a disaster."
     "It sure wasn't what I expected. Jeez, succubi? I expected monsters..."
     "Yeah, we go in like commandos and get charmed immediately. Nice plan!"
     "Nice plan, huh? What kinda planning were you doing? You guys just sat there arguing about party order."
     "Well, we had just about given up trying to make suggestions, because all you did was argue, and then go ahead and do what you wanted anyway-"
     "C'mon, guys, knock it off!"
     Uneasy silence
     "It didn't help that those two fighters got killed off in the first hour."
     "Well, they just kept getting out in front in every melee; then they hit that trap..."
     "Look, they had no business out in front - rogues are supposed to check for traps like that."
     "Sure. We were really that organized. You jerks never even figured out that we were supposed to go around the ambushes, not through them."
     "I must point out that you wasted quite a few opportunity's yourself. If you'd used a few heal spells instead off being a warrior-priest, we might not have lost four characters."
     "And I hate to mention it, but we did take forever to get started."
     "Right. I hear the winning team finished in only two hours, and they all survived."
     "Oh, our DM was such a jerk. He didn't know what he was doing."
     "Yeah, you sure helped us by arguing with him over that surprise attack. I don't blame him. We were terrible. We were disorganized and careless, we wasted time, we fought when we shouldn't have, and we never really figured out what we were suppose to be doing. We didn't check for traps, we left the same guys out in front of the party until they got croaked, we used dumb spells, we had no plans  -  I'm surprised any of us survived."
     Studied silence
     "I tell you one thing. No way I'm  gonna screw up next year. Aside from feeling like a jerk, I didn't have much fun. All that arguing about plans, and that guy who just wouldn't cooperate..."
     "Yeah, I learned something. You don't have to win to have fun, but you sure have to be at least decent."
     Slurping sounds as straws scour bottoms of cups.
     "I never heard of a succubi..."
     "A succubus, stupid."
     "If your so smart, how come you're dead?"

Competing in a RPG tournament can be exhilarating, but it can also be very frustrating. On one hand, play is intended to be at a high level of concentration and intensity in a mysterious and challenging scenarios; on the other hand, inept responses to common obstacles can cause disappointment and disaster. Poorly prepared players may fumble around, disorganized and confused, wasting playing time in endless arguments and discussions which never quite resolve into a plan or strategy. When confronted with a hostile encounter, the party dissolves into panicky chaos, each player insisting that they be heard first. Careless and ignorant mistakes cause needless casualties and frustration. Aggressive players push others aside, hogging the action, while good but less aggressive players sit bored and restless with nothing to do. Finally, at the end of a four hour session, exhausted and disappointed gamers discover they had never even understood their goal, much less achieve it.

It is not difficult to become a more effective player, through understanding the basic principles and techniques of competitive play. The small amount of effort required to learn and practice these basic principles and techniques will be amply repaid by improvements in the quality of play. A gamer can have much more fun playing in events, and may even earn glory (and swag), if they can avoid making elementary errors in organization, conduct, and strategy.

The following guidelines for improving play can be broken down into a couple of general categories: anticipating the nature of the event; preparing before the event begins; employing basic principles of effective play; learning and developing strategies; and handling common problems. Each of these categories is described and explained below.

Anticipating the nature of the event

Examine the event description, where there may be explicit or implicit clues to the skills emphasized in the game. An event description may plainly state a preference for certain kind of game-play style or level of experience preferred for play. Careful observation of these clues as to the nature of the event will permit effective preparation; it is most distressing to arrive at a game table expecting one ting and finding another.

Make yourself aware of the level of play expected, and select only those events you truly qualify for.

Many of the events plainly state the degree of experience required to participate, ranging from "no experience needed, younger players welcome, rules will be taught" to "players should be familiar with rules and be experienced in in gameplay and rules mechanics." Additionally, there are varying levels of complexity within each rule system. For example, an experienced D&D player whose local campaigns are at low levels may have difficulty playing in a session where the characters are all established at 20th level. Being unprepared for the level of play may lead to embarrassment, and may deprive fellow gamers of the necessary support they require to complete the task at hand; i.e. a player who is only familiar with low-level spells but has been assigned a twentieth level sorcerer may be a great liability to a competing group. 
Also, by reading the events rules, you may be able to recognize strategies that are encouraged by the event designers. Search for clues to the tone of the game in its description. Are players expected to respond with traditional and conservative strategies, or will daring and unconventional play be rewarded? Is the tone grimly competitive and serious, or is there a light and recreational attitude towards play? If the event promises to be a classic hack-and-slash adventure, or maybe a classic dungeon crawl, there is little point in devising clever tricks and innovative applications of spells and equipment. On the other hand, if the event is a free-wheeling affair where ingenuity and deviant thinking are encouraged and rewarded, it is less profitable to dwell on the wording of the spell descriptions in the rules book. It is also poor form to arrive at a highly competitive session without serious preparation; being prepared is showing simple consideration for those other players who will be adventuring with you. Remember RPG's held at the convention are usually cooperative ventures, and a poorly prepared player can be a great liability to a serious-minded group of participants.
Know the rules system to be used in the game your planning on playing in! Even for seasoned veterans it is a good idea to review the rule books, keeping in mind that you local game might have developed many variant rules and specific interpretations that do not apply to a convention run game. In tournaments such as an RPGA sanctioned event, the tendency is to rely on a strict and literal reading of the published rules; thus reviewing the rule books can prevent careless play resulting from habitual conditioning from your local game.
Drill on things like spell lists and commonly encountered magic items. Many tournaments limit the opportunity to refer to rule texts during the session, and it is always better to have the information in mind than to have to fumble with books during a session!

Prep For The Event

Get to the location early, scout out the talent. If you're already organized as a group, but short a few players, seek out and even actively lobby for other players to round your team out, even go as far as asking for players that are good in particular roles that your group is lacking! Discuss preferences for characters and classes right off the bat! In general, begin the process of structuring your group and getting acquainted with other players before the session starts. Sometimes its possible to speak with the game-master before the event starts. This is a great opportunity to "fell them out" and may give clues to their game style, something that might be very important later on. This is also the perfect time to get certain items of business out of the way, like questions on methods of scoring or order of seating. But you must also weigh in the risk of antagonizing the judge before the event, remember they are trying to get prepared as well and might be being judged themselves. Don't inundate them with a series of unnecessary questions, as your barrage of questions may interfere with their concentration and prep.
Listen to the GM's directions and descriptions when the event begins! This simple rule is so very critical to success and is oft times blown off as useless fluff. Nothing ruins a session faster than asking a question about something that's already been answered! Usually the GM will have some introductory remarks and/or suggestions about procedures which should be noted intently. Then usually relevant information is handed out about goals and conditions for the session, along with background information. If this is given verbally, it is wise to take notes for future reference.

Before the session begins, make certain that the objectives of the game and the criteria for judging have been clarified by the GM and understood by all!!!

After the opening remarks players are usually given a few minutes to organize; it is critical to use this time efficiently!
The assignment of players to characters is critical; the effectiveness of the individual players and their enjoyment may most greatly be influenced by the appropriateness of their character assignments! Wherever possible, assign characters according to player preference; however, players must oft deny themselves their favorites in the interest of the party, Don't Be Selfish! Even if you enjoy playing the dumb, muscle headed, door opener, yet recognize that you are the most likely candidate to play the spellcaster, you would better serve the party if you played that role.

One of the hardest things to do in my opinion, might be the selection of a "group leader" or caller. I'm sorry to say it, as a lot RPG gamers  are "hard headed" folk, but a leader for your group needs to be designated! Remember that this leader is not the "Supreme Ruler Of The Universe", but simply the "Voice of the group". This makes gameplay so much smoother for both players and GM. Sure they will for the most part listen to what the other players have to say, but they do most of the "Official Communicating". The leader needs to be someone who is not shy and is well spoken! Individuals need to accept their roles within the group, and unfortunately not everyone can be the leader, when everyone is left on their own to "do you own thing", this only leads to anarchy and chaos, unless its a small group of players that have experience gaming with one and other!
It is generally accepted that designating a leader makes play more efficient; however, the role of leader may be either a limited or expansive one. They may be considered as a commanding officer, or they may simply act to help guide the flow of dialogue. It is indecent of a leader to hog play; they should assert themselves only when the party is in danger of wasting a great deal of time, or when a serious threat prevents immediate dialogue and discussion amongst the group, but is best if they use there position to ensure that each player gets and equal chance to enjoy play!!!


Basic Principles of Effective Play

1.) Operate -

  Do Something, even if it's wrong: Move it! One of the GREATEST failings of many groups is the paralyzing caution that prevents the players from moving in any direction before thinking and talking about it for fifteen minutes. It is often a good idea to start out with an eager and decisive leader, while the analytic and cautious minds keep their eyes peeled for trouble. Most games begin with a series of "Time Wasters" that try to fool the inexperienced. Generally, the really dangerous encounters are saved for later, on a principle of increasing levels of difficulty, and if the party members cannot face the early challenges when they are fresh, it is unlikely that they will be very effective with later problems. Parties that dither and harangue over every decision will lose too much game time to finish the scenario!

2.) Avoid Time Wasters


  Don't waste any of your resources on an encounter if you can get around it. Many groups will choose to engage a weak opponent, confident it can deal with them; however, unless combat is specifically part of the encounter or objective, your time and resources are utterly wasted. Typically, the first part of a session will provide many opportunities for the imprudent player to forget his objective and squander his time and resources on irrelevant matters.

3.) Listen To Descriptions

  Get The Picture! When in doubt, ask for a diagram. Many players in my experience seem to be intimidated by the GM, and they assume that the GM always describes accurately, and if they don't understand the description, it must be their own fault. On the contrary; as a GM myself I must admit that we are human too, and are sometimes careless in our hurry to "move along". Many a Foul-Up occurs from misunderstanding what the GM describes.

4.) Transmit Efficiently

  Only one person can and should interact with the GM at a time. The GM is the "Information Bottleneck"; understand that principle, and try to work around it. Pass notes to the GM about questions that might be of secondary importance; these can be handled during a lull in the action. NEVER SPLIT THE PARTY, unless its absolutely called for in the scenario! Even though common sense might dictate that a party can search an area faster if they split up, this is a fallacy in Table Top RPG gaming, it actually takes a lot more time! The GM is only one person and can handle only one group at a time, so the group might as well stick together for game purposes, besides handling an encounter when your split up could easily eliminate players, and dieing is never any fun.

5.) Communicate With The Other Players

  But in doing so, avoid noise and chaos. Private communication is critical for success and should go on while another player has the GM's attention, as long as it's not distracting to gameplay! Do Not Talk Across The Table Unless Its In Character, and avoid interrupting someone else's dialogue unless imminent peril looms!

6.) Analyze the GM's Style

  Does the GM perceive themselves as an opponent, or as a facilitator? This is a HUGE question! Does the GM depend on literal interpretation of the rules, or are they incline to judge from common sense? Do they encourage discussions of their judgments, or are they offended at the implied slur on their authority? Do they expect the group to organize on their own, or do they prefer to help the group run efficiently? Are they incline to offer hints when the group gets stuck, or do they patiently wait for the group to sink or swim on its own merits? Be aware of what style the GM likes to play, for this could be your greatest ally. Avoid antagonizing the GM or making them defensive; a hostile GM is far more dangerous than any encounter that might be planned!

7.) Plan Carefully & Always Have A Backup

  The leader role is crucial in guiding efficient planning. They should encourage brainstorming -- but just list ideas, don't waste time delving into details, things rarely go as planned, so its good to just have a list of ideas to run with! The idea is to "have a plan or idea that's already been given some thought, trying not to be "spur of the moment, But remember that you always have to be be flexible. KISS = Keep it simple stupid, the best advice I or anyone could ever give a group of players!!!

8.) Don't Confuse Game Time With Real Time

  As simple as this concept is, this mistake is often made. Even though it might realistically take your party hours to retrace your steps to return to what might have been a better route, realize that in game terms, since the area has already been mapped and explored, it should take very little game time to go back and start over at the better route. Its a common mistake that because it took you an hour in real time to make it this far, that it would take another hour to go back!
Try to avoid the common panic that can set in when players/characters know the time for an event is running out. players who hurry will rarely enable their character to act any faster; and though five people simultaneously stating their requests takes less game time, the net effect is lost time, because the GM can only deal with one request at a time, again the GM Bottleneck Theory!  Staying cool and organized is the most efficient use of game time!

9.) Innovate, But Don't Overdo It

  Balance the possible benefits of clever and unconventional procedures against the risk of violently disrupting the typical narrow focus of most game sessions. That clever idea may cost valuable game time as the GM struggles to find precedent and reason for his judgement, and if the GM must consult with a rulesbook or worst case, event organizers for a response to your "stroke of genius", the time lost may far outweigh the benefit you thought your clever idea gained!

 10.) Don't Yank On Levers!

  This should actually be Rule #1, avoid actions that imply that success is simply a matter of faith in action and good luck! Sophisticated GM's are scornful of "Lever-pullers (or Door Openers as my groups calls them)", and will often offer a device (or door) designed to punish such reckless behavior. Only tamper with an unknown item or artifact when it seems absolutely necessary, or absolute safe! Don't just pick up that widget and push the button, just because you knew it was magical. It is far more likely t result in an untimely demise than an instant dominion over all enemies!!!

Next Week;


Part II of Con-Etiquette -- Effective Game-Play Strategies

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