Lord Z wrote:
In general terms, here are some basic suggestions for running con games -- from the guy who has never done it (me)! Just remember that convention games are short and thus work best when tightly focused. Give the players a clear goal to accomplish and a reason to accomplish it within a certain amount of time. Isolated locations like a haunted house work best. Keep to only one or two monsters. Any type of visual prop like an illustration or a map helps immensely by clearly showing the players what it would take ten minutes or more to explain. Be prepared to reign in a disruptive player if other gamers seem to be uncomfortable.
From a guy who hasnt done it before, Lord of a that is Z is right on the money here.
Some other advice from a guy who HAS done it a lot:
-Consider the characters that are being used and be sure to give them a chance in the spotlight, especially the specialty types. The more physical and combative types are easy to get moments in (like ghost hunters and physical psychics), but If you've got a medium, make sure a haunting entity shows up at some point (and make them helpful to the player if possible), give diviners a chance to track or read signs at times, if you've got a fire walker, throw in lit candles or an oil drum on fire in places where they could use them. Working with a sensitive in my opinion is the hardest the GM, but can be the best mood setting PC in the game available. I STRONGLY encourage you to keep notes to describe the icky, horrible feelings and vibes they might get at certain points in the game.
If you've got a novice player that's daring enough to play "intelligent" characters like a parapsychologist of a genius, be sure to help them out by asking if they have specific skills at opportune times to use in a given situation (and if its a prominent moment, if they have the skill, let them succeed automatically). Intelligence characters can easily be overshadowed in most games, but in a horror game like BTS, knowledge is one of the best weapons a character can have, so help them out when needed.
Being as you've only got 3-4 hours to get a game ironed out, you'll really want to work the atmosphere angle when you can. And like Lord Z mentioned earlier, isolated areas do work the best for con games, so consider sewers, steam tunnels, abandoned buildings, farms, cemeteries, ghost towns, old motels and the like are great settings. Hell, one of the best convention games I've ever ran took place at an old drive in movie theater that was way on the outskirts of town(and the group could see the lights of town in far distance), played almost exclusively out in the open. But it still felt isolated, especially when the mist started to roll in at one point
Also try to keep the group moving as much as possible without railroading them. The more time allowed to catch their breath, the harder it is to keep the players in the groove of the game. Surprise attacks and traps can do wonders for this.
NEVER tell the group the numbers they need to roll for when saving against things like horror factors and perception. Just explain the outcomes of their rolls, you'd be surprised of the suspense this can create as it falls under the "never tell the players everything" clause of horror gaming.
And concerning horror factors, have them all roll even when its just "boo scared ya" moments. those who fail can (and should) suffer situational modifiers for an appointed time (like a -1 to horror factor, perception and strike due to shaking nerves till the end of that "scene", etc).
And by god, keep the Pressure situation modifiers on page 174 on hand at all times. Players really respond to dealing with pressure moments and get that much more fulfillment out of triumph in such situations. It should stand as a testament to its use that I know that page number by heart as I use it so often.
If I remember more I'll post them, but this is enough to chew on for now.
P.S. One day Intend to send on of my more fleshed out con games to the rifter as it contains notes for the story as well as when to use horror factors and included notes on specific character types and so on.