Thoughts From the Oval Office

Odds & Ends

by Darryl R. Smith


Running a Convention Game:

Through the years that I've enjoyed this hobby of ours, I've had the opportunity to participate, sponsor, and observe convention games. Throughout this time I'm noticed what "works" and what doesn't. The following are my thoughts on making a convention game successful.

The Big Game:

For whatever reason, conventions seem to be a haven for running the largest battles possible. Why? I think a lot of it must be the visual aspect of the hobby; seeing a battle like Gettysburg or Borodino on a tabletop is, well frankly an awesome sight. But do these monster games have a place at conventions? Yes and no. Typically monster' games mean monster rules, rules which the average gamer probably isn't familiar with. I have played Borodino using Empire III at George Nafiziger's home in which all participants had a working knowledge of the rules. The battle took two Saturdays of all day playing to complete. Would this make a good convention game? Definitely not. At a convention, most of the players which sign up for a game aren't that fluent with the rules to be used, especially something as complex as Empire. The game master would be spending the majority of his time resolving rules issues, without the ability to enjoy the game unfolding before him. While this is going on, the players spend most of their time sitting, waiting for some rule to be explained, waiting to move their commands, and becoming disinterested in the game, the rules system, and possibly the hobby. Now, on the flip side, would Borodino work as a Napoleon's Battles game? Probably yes. The rules are popular, allowing the possibility of having more players know the rules beforehand. The rules arc also relatively simple, allowing a player to learn how to utilize his command and interact in the game more often. This encourages a positive experience for the player, and the game master gets to enjoy the game more. But there is another aspect of the Big Game, the bigger the game, the more players you take away from other events, often times causing those events to either be cancelled for lack of participants, or severely hampered for the same reason. The lesson learned here is as follows: Big Games can be a positive asset at a con, but the number of Big Games needs to be limited, and they need to have simple and/or popular rules to ensure that the players don't get lost.

Simple/Popular Rules:

I've already mentioned that having a set of rules which is popular gives the game master a better chance of having experienced gamers in his event, but there is more to it than just that. A simpie set of rules which is easily learned by the participants will free up the game master's time, allowing him to interact with his players on a more personal level. Getting to know gamers from another region can help you when you plan to do games in their area. For example, if some of your gamers are from a certain region and they game Johnny Reb for the American Civil War, then the next convention in their region you may want to run a Johnny Reb game. Also, making contact with these gamers will establish communication which may bring the game master other benefits, such as receiving scenarios or other hobby information that may not normally be available. Another benefit from using popular or simple rules is thatchances are the players will learn quicker, and then actually worry about their commands as opposed to worrying about the rules. The most enjoyable games are the ones in which the players play.

Preparation:

Thorough preparation is essential to having a successful game. There are various factors which must be considered before you even show up to run your event. Something as obvious as having the proper figures and terrain, to ensuring that you have a copy of any charts available for each player. Let's start at the beginning, the scenario. Whatever battle you decide to present, you must choose a scenario in which both sides have an equal chance of obtaining victory. Players who are given impossible and unrealistic victory coonditions will not enjoy themselves. Therefore, if you decide to do a battle such as Antietam, you must consider the historical factors which made that battle a close-run thing for both sides. Using Antietam as an example, you must factor in Union Corps delaying their movement, and yet keep the Confederate players from shifting their forces to crush the Union I Corps, knowing from the historical battle that the Union will not be moving any other corps soon. These "idiot" type rules are needed to give play balance and give each player a chance to succeed. Next, play-test the scenario at least once with experienced gamers and use their input to strengthen your scenario. Do not use a convention to be the first trial run. Also, set up the terrain and organize the forces (labels, rosters, etc.needed at least 24 hours before leaving for the convention to make sure that you have everything to put on the tabletop. Provide dice, tape measurers, and any other markers needed. Don't rely on someone else bunging the basics needed to run your game. Also, make copies of each player's command to cut down on any confusion on who has what forces.

Nice Stuff:

Many players, including myself, like to receive items related to the game being played. Providing a copy of the scenario or order of battle, a copy of the rules if "home-grown", or even giving away painted figures as prizes all add to the enjoyable time that the game master can provide to his players.

Recruiting:

I have heard many people express their elitist attitudes on flling the ranks with new recruits in our hobby. If we all had the same attitude, then probably 90% of us wouldn't be in the hobby. Many of us can point to a few individuals who have had a positive influence on our pursuit of the hobby. I do agree that there are individuals out there who through their body odor, obnoxious mannerisms, and play-it-all-but-never-provide-fiures gaming can make enjoying the hobby difficult at times. However, for all of those types there is someone out there who has a genuine interest in military history and who just needs a helping hand in finding out what this hobby hasd to offer. Therefore I do feel that active recruiting is an essential part of making the hobby, and more spccifically H.M.G.S. Great Lakes grow. With that thought in mind I wish to give suggestions on how we can al help recruit new members into our ranks.

Conventions:

For some of the reasons outlined above, conventions which are well-organized, have games which are interesting and exciting to play in, and which encourage the questions of potential gamers, are one of the places where we can recruit. Generally speaking, persons who have stopped by a convention usually will have a prior knowledge of the hobby.

Historical Events:

What better place to run a game than a reenactment or rendevous? The audience there is there because of history, so why not run a game as a sidelight and tie in to the event. Most of these events are run at facilities that have an area that would be perfect for gaming. Take along membership forms, a flyer that explains the hobby, and you have a formula for success. This is an area that I personally will he trying this summer.

Civic Centers, Retirement Homes, & Local Organizations:

There are many civic functions that go on in our local neighborhoods at which a historical game m t be appropriate. Many of our older citizens are veterans, but because of the hobby's youth, may not have a knowledge of historical miniatures. And what about gaming at the local VFW, DAV, and the like? Facilities are available, and participants would be aplenty.

Hobby Shops:

Okay, I know this one is obvious, but we seem to miss the boat when we don't pame regularly at our local hobby shops. There always seems to be a fantasy/sci-fi game going on, but historical events aren't done with any type of set schedule. And maybe playing a game like DBA would encourage some of the fantasyisci-fi gamers to give us a try.

In Summary:

We can only do as much as we are committed to do. If we continue to closet our abilities in this hobby_ , then it is we who will eventually suffer from not meeting and encouraging others who would enjoy our hobby if given the chance.


Back to The Herald 3 Table of Contents
Back to The Herald List of Issues
Back to MagWeb Master Magazine List
© Copyright 1995 by HMGS-GL.
This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com