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Rotbart van Dainig
QUOTE (ampere)
Everyone gets a premade character and a stock situation to deal with, everyone is graded on how well they deal with it as well as how well they do certain things, like stay in-character, use certain terminology, etc.

Well... judging from the story, it would be perfectly reasonable to assume that 'my character mutates into a pink rabbit and uses it warpstorm power to reverse the teleportations.'

QUOTE (ampere)
Characters get put together at the last minute, it isn't like these are made months in advance and playtested extensively like a published product.

Nobody demands that. What they demanded were characters that made any sense at all within the gaming world.
A hint: Characters with essential components lacking to fulfill their concept do not.

QUOTE (ampere)
I thought it was a cool twist on the typical Shadowrunner fare.

It is, if done right. Like the BBB says: Be Informed - without research, you GM-Fu is weak.
Bull
John (The_Dunner) covered a lot in his post above, but I'll toss my two bits in as well.

I handlede Tournament and Event coordination for FASA at Origins from 97 through 2000, and Gen Con in 2000 as well, and I continued to do the same for FanPro through '03. I stepped down after '03 as I had reached a certain point of burn out, and needed to take a break. These days I just do some booth demo's for Fanpro, and I filled in for a single Missions game this year at the last minute when logistics and missing GMs clashed.

I also played in round one of the Tourney this year, as I wanted to have some fun and actually PLAY Shadowrun for a change, and I wasn't involved in the Tourney plotting/writing/planning at all this year. Unfortunately, I couldn't make round two due to getting sick frown.gif I know there was a bug going around the con, and I wasn;t the only one down for the count by the end of the weekend. Another player who was on my team got an emergency call from home and had to pack up and drive back to Wisconson on short notice Friday evening, and thus missed rounds two and three as well frown.gif

Anyways... Like I said, I wasn't involved directly with the tourney stuff this year, so I can't speak on any specifics or reasons for how things were done, but I can speak from past experiences, and as someone who laid down a lot of the "rules" that the tourney team follows, I can adress those as well.

First off, as John said, everyone there is a volunteer. None of the GMs work for Fanpro in any official capacity, and this year I think we only had a couple of freelancers involved. Most of the rest were strictly fan volunteers.

Compensation basically involves a comped badge, some hotel compensation (If you stay in the FanPro GM rooms), and a free book. For this, you need to work a minimum of 16 hours, and will sometimes get slotted for more (many of the GMs this year worked 20-24 hours). You do get additional comp consideration that you can put toward additional merchandise if you work extra hours, however, that's just the GM time. There's also the work done prior to the convention and any prep time the GM spends getting ready for his events, plus GM meetings and plotting sessions at the con itself.

Honestly? GMing at a con is a lot like freelancing for a game company... you're not doing it for the pay. It's a lot of work, and whether it is actually worth the compensation you get is really questionable. But, it can be a ton of fun and can be very worthwhile. And if you're doing a con on a tight budget, it can help ensure that you can afford the weekend.

That said, it's also not an excuse for sloppy GMing. GMs are always expected to put on their best show, and for those that don't, that gets reflected when time comes for consideration for next years con. I do know that because of some issues, there were a few "last minute" additions to the GM roster. John pointed out that there were 6 last minute cancellations, and there were a few other cancellations in the couple months leading up to the show, which meant the crew was hastily trying to plug holes. Events have to be submitted for the convention by like February or March (And it used to be by early December just a few years ago), and it's really difficult to get people to commit to the con that early, and life happens in the intervening time.

The rotating GM thing is a very deliberate choice, and you'll find that it's fairly standard for a multi-round tournament RPG event. There are multiple reasons this is done:

The biggest is fairness. Everyone has a distinct personality, and some of those personalities get along with each other better than others. I can speak from experience that it's very easy to run into a group that you flat out enjoy GMing for, and it's incredinbly hard to stay impartial when you GM them. We had a regular team at both GC and Origins that after a couple years, I stopped running tourney rounds for because I didn't feel I could fairly judge them anymore. That's even more of a danger when you're GMing the same folks several nights in a row. And likewise, if you have a conflict with a GM, whether over personality of their GMing style, it's going to reflect poorly in your scores overall if you have that GM three nights in a row.

There are some fairly rigid scoring guildelines in place, but there are still any number of areas that are going to have to rely on the GMs judgement. Spreading things out between three GMs, you get more of a balance, and more of an "Average" score acrossed the board.

Plus, the tournament is designed to be a compeition. In theory, it;s designed to test you, as players, and see how well you react to different situations in the game. One of those situations is handling different GMs.

It's not 100% foolproof, but... It's also something that's been refined, debated, discussed, and experimented with for a long time. Every year the event coordinators take the feedback forms that they often hand out (I know we got one after round one this year, dunno if they did em for all three rounds), feedback from the mailing lists and forums (Such as this thread), and comments from the various GMs that year, and look to see if anything needs changed to make it better.

As for the adventure itself, and "railroading" and the like...

*sigh* Part of this is a whole discussion about GMing and playing styles. I'm not gonna debate it, because honestly, it's all a matter of style. There is no right and wrong.

However, for the tournament, it's a 12 team competative tournament. You're judged on several more personalized areas, such as roleplaying and teamwork. But you're also judged on more sspecific areas, such as problem solving and reaching goals within the game.

Many players often whine about railroading, but I think theirs a fine line between "rail roading" and "goal oriented adventures". And a tournament walks that fine line moreso than a home game will, because the nature of the game requires that all 12 teams of players are experiencing the same game. This means the GMs don;t get as much leeway to tweak the adventure, and it also occasionally means that there are "scripted" events that will happen. In past tourneys that I've been involved with, we've infected a PC with a nano-virus as part of a plot device and even killed a PC off at the end of the first round. The running gag about getting hit by a bus is in reference to that adventure, as the PCs were being so damn paranoid that the GM simply couldn't logically kill the player with the sniper that was scripted to do it. They got bonus points for teamwork and the like, but the game still ended with "And from out of nowhere, your character gets hit by a bus and dies." Because round two took place 6 months later, and the PC in question gets replaced by the key NPC from round one. (And yes, we could have killed him off screen. It was even discussed, but we went for the Bus thing cause we were tired and feeling silly smile.gif)

Think about it like this. If you're in a running marathon, the course is laid out for you. You can't take shortcuts, or hop on a bike for part of the race. Instead, you work within the parameters of the race course. An NFL team can't decide to field 12 players, or give the running back a machine gun. The Tournament is designed as a competition. We also try to tell a good story, we try and make sure everyone has fun, but we also need to make sure that everyone has an equal chance to earn all the relevant points, and to find the same information. And occsionally, that means "rail roading" or forcing the story a certain direction.

When I first started GMing events, the Tourney was actually an elimination event. 12 teams on round 1, 4 teams on round 2, and finally 2 teams for round three. Everyone else got thanked for playing and told to come back next year. I dumped this format after a couple years because of several factors...

The first is that we found we would have a bunch of players showing up to watch round two and trhee, even if they lost. (Especially players from round two who didn;t make it into the finals). Generally, the reason was because they wanted to see how the adventure ended. The second biggest thing we realized is that it really sucked to not be able to schedule yourself for the weekend. If you signed up for the tourney, you were obligating yourself to three nights of games, even though you may only be actually playing for one night. So we droped the elimination part of it, for the sake of fun. We also felt that, because some of the teams are "pick up groups", and not everyone knows each other, it would be entirely possible for a team that did poorly on round one, to go on and do very well on rounds two and three once the players got to know each other and learned each others play styles. (I know at least one year, the team that took second overall was actually the lowest scoring team on round one. They came back for round two, and looked like a completely different team).

There are other things in regards to scoring thatw e do to help balance things out, but that's the gist of it.

I'm really rambling here, so I'll stop now smile.gif

I'll make sure the Tourney coordinator gets pointed to this thread so he can take a look at your comments and criticisms. I'd also suggest that even if the tourney isn't to your taste, maybe check out the one shots and Missions games next year. Missions tend to be a bit more structured, as tehy're fully written adventures for the Missions campaign, but are rarely adhered to as strictly as the tourney, and the one shots (aka, the non-Missions stand alone games) tend to be a lot looser, since they're just for fun and not tired to anything else.

Bull
tisoz
QUOTE (hyb @ Aug 16 2006, 07:15 AM)
Oh, and a comment from above.  Flip down their face mask helmet?  Huh?  Where on friggen Earth did they get those??  Night 1 and 2 we weren't allowed to requisition /anything/ and our characters had no money.  Zip.  We couldn't get basic normal non-special ammo for the weapons.  We couldn't get nice and legal armor.  We were allowed nothing at all.  I'd love to flip down the facemask on my helmet but you weren't allowed to get one.

I am sorry your GMs interpreted things that way. Night one, the first thing my players did was establish who had jurisdiction, hence got to be leader. DHS claimed it was a terrorist action, assumed leadership and got stuck providing a budget and filling requisitions.

Apparently I was not the only GM to play it this way, as my night two group had requisitioned armor, communications, vehicles, etc..

For everybody, the guys who had less than optimal fun were never my players, so anything I am saying was hopefully trying to explain how I saw things could be run.

Ghostfire, in your post offering constructive criticism there are valid points. I guess it was more feelings of guilt than hurt feelings that I was getting upset with your rant when I can empathise with some points you made.

SL James, I had a guy that just kept going OoC about why his brilliant plan did not work to perfection. I explained at least 3 times that it did work to some extent and why it failed to totally work. That guy reminds me of a couple of the guys here that keep complaining about things. Some of them could be explained within the scenario and some are admittedly bad GMing. But when you are supposed to score someone on roleplaying, and the biggest part of the impression they made on you is arguing OoC or debating rules or just plain not listening when you tell them exactly why their plan failed, OoC, how can you score them very well on roleplaying? I looked at it as did they stay in character, not were they a brilliant actor that demanded 20 takes until he was satisfied.

So you are saying next that it should have been railroaded who was in charge? I guess we should just defer to you when deciding when to RR?

This next part about the 6 second response time is IMO a fallacy. The groups I ran were running through the building chasing an elusive Frenchman before initiative ever got rolled. Actually LS and/or the media could have been summoned before the team ever got there by one of the two other groups in the building or building employees or automated systems. And I have held my tongue about when the players are claiming they had all the bases covered, even astral space, with their supposedly poorly built crap characters. What was stopping the GM from trumping them with his NPCs? There may have been reasons the Frenchman got away in their game, I don't know. In my 2 groups, he was not the focus at that time.

To me it seemed like that part of the adventure was to pull the agents back in and allow everyone else chasing the Frenchman or his package a head start on the agents. And I heard bitching about me doing this IC as an NPC bureaucrat.

Wireknight, eek.gif Just eek.gif

As someone that got to see how things were supposed to pan out, I was a bit offended by some of the rant posts. I had a big point by point explanation post that got lost due to losing my dial up connection. I then tried to hit some of what I thought were the worst one-sided points and try to explain how some other things could be explained. It seems no one really wants to hear that, but go ahead and accuse me of flaming. <6.8Mp flaming deleted>

To all, I do not believe that I GMed for any of those complaining. It does sound more and more like the 3 groups I GMed were the top 3 finishers. wink.gif

PS. Someone mentioned about one of the groups was even able to capture the Frenchman alive. That happened in my group. The agents did not make the capture, actually, the agents pretty much avoided a huge fight between 5 other factions and supported a group of troll bounty hunters as the trolls captured the Frenchman. The agents cut a deal with the trolls for the Frenchman. I allowed it as a wounded, living Frenchman would pose more problems than a dead one.

There was also an accusation about how we lost so many players. the_dunner corrected the number and it looks like we lost a total of 12 people. The first night I had a player who did not realize it was a 3 day event and was scheduled to be elsewhere. I am sure there were others as well as those that fell sick. There may have been some that gave up in disgust, but not nearly what was first claimed.
Bull
QUOTE (DireRadiant)
Sounds like the tournament format should be three runs with a common theme, not a single run split over three nights.

Trying to keep a scenario on track over 12 hours of players messing things up would never work.

The actual format varies a bit from year to year. There have been tourneys where each round took place days or months apart from each other, and there have been others where all three rounds took place close to "real time".

I meant to touch on this in my above post and got sidetracked smile.gif

Generally, each round shoudl have a disctint breaking point... Either a clear and defined goal that the players needed to reach (Find Person X, Steal Item Y, or arrive at Place Z at the appointed time), or a distinct cinematic element that leaves you with a cliffhanger (A shot rings out, and Mr Johnson falls to the floor... Come back tomorrow to see what happens!).

The problem that generally happens with this is one of two things:

1) The players end up too far off track, or end up chasing down the wrong plot threads or the wrong conclusions. In this case, it's up to the GM to steer them back on track, by either allowing the players to prove their current leads false, or by having an NPC or two steer them back on track.

Sometimes the players can simply make the wrong choices and potentiially screw up the entire tourney for themselves ("Umm, they just sold the major plot device to Saeder Krupp 30 minutes into round one!" or "Oh my god! You just shot the guy who hired you!" In these cases, we TRY to manage to get the players back on track, but sometimes, you gotta let a team have what used to be called a "Weed out" back in the day. A "weed out" was a place where a team could automatically disqualify themselves from a tourney round and get eliminated, back when the tourney was elimination style. I never really liked weed outs myself, though they could be amusing. But, if players can;t be swayed from their course, I always told the GMs to let them roll with it. The team won;t win, but the GMs gets to have fun making up the rest of the adventure on the fly.

2) Due to player stubborness/stupidity (Or GMs acting likewise), it's possible that a round ends without the players in the appropriate spot. Generally, this is because the game just runs too long, and the GM and/or players have to quit before they can finish. In such cases, the next round GM is left trying to pick up the game in the wrong spot and getting the players caught up.

3) On rare occasions, GMs have been known to allow their team to "Skip ahead" rather than ending a round early if the players manage to reach the scheduled end of the round. I generally would throw in an extra combat sequence, and we usually tried to add some "debugging" to the round to give players suggestions for expanding the round if the players are way ahead of schedule, but there were also times where I've seen a team finish in two hours. But, as I said, somtimes a GM allows their players to jump ahead into the next round, which generally screws up the next rounds GM.

4) Finally, as much as we try, there is always the occasional GM that goofs. They give the wrong info, they read the wrong bit of info, or they just plain don;t understand how something is supposed to play out, and the players end up way off track. the next round GM ends up with the PCs in a very different place than they should have, with the wrong information, and they're stuck trying to figure out what happened and how to get the game back on track.

So in theory, each round is designed to be a seperate entity, to one degree or another. Each is a contained chapter that fits as part of a whole.

In theory smile.gif

Bull
Dashifen
QUOTE (the_dunner)
Your GM the first night created the majority of your issues.  It was explicitly spelled out how the first night had to end.  He allowed you to break the scenario.  Your GM the second night had to work within the constraints of bringing you back on track.


As Team Shoot's GM for night one (hopefully I'm not breaking any rules by admitting my involvement at this point) I think there were a number of things that created problems for us, chiefly was that we actually didn't really get finished. Midnight rolled around and I probably needed about 15-20 more minutes to finish up. There were things that had yet to happen and, when I explained the scene to GM night 2, he (the other GM) decided not to follow through with that scene but re-create a new one.

The timing thing was, as it often is, mostly my fault. There was a plot device that the players latched onto which they investigated probably far more than was actually necessary considering the module, and I was willing to let them do so for too long. Also, I think night 1 was far larger in scope than nights 2 or 3. Take into account that we didn't get started playing till around 7:45pm or 8:00pm due to the time necessary to choose and go over characters and you've got a problem brewing, one that I should have anticipated and prepared for.

On any other night, I think we would have been fine. The extra 15-20 minutes we needed would have been available because we wouldn't have needed 45 minutes of preparation time. I wish we could have run longer on night 1 so the other shoe could have dropped as I'd originally intended it to.

For those of you who have played in tournaments before, or even those of you who are extremely active gamers at conventions I'd like to hear your thoughts on this:

Should the tournament potentially start perhaps 30 minutes or an hour earlier on night 1 to provide some buffer time in which characters could be studied, questions asked and answered, etc. and then have the true game begin at the scheduled start time?

The downsides I see are having the extra time in front of night one conflict with other gaming, but I have to imagine that these sorts of conflicts happen all weekend and people figure them out. Also, I'm unfamiliar with the process for determining the pricing for games, so I have no idea if this would potentially cost more money. I can't speak to issues like that. What I can say is that I think this "buffer" hour would be a very beneficial way allowing players to get used to the characters and to each other and to avoid eating into the time necessary to complete the module which was written to be completed in the expected amount of time.

To tournament planners and other knowledgeable types, is there a major problem with this that I'm not seeing?

(edited to add second question)
Ampere
I think if the adventure was written and completed say a month earlier, and then out of the 20-some-odd GMs, a percentage playtested it with their local groups...then a big chunk of the bugs would be worked out pre-tourney.

SL James
QUOTE (Bull @ Aug 16 2006, 08:15 AM)
Think about it like this.  If you're in a running marathon, the course is laid out for you.  You can't take shortcuts, or hop on a bike for part of the race.  Instead, you work within the parameters of the race course.  An NFL team can't decide to field 12 players, or give the running back a machine gun.  The Tournament is designed as a competition.  We also try to tell a good story, we try and make sure everyone has fun, but we also need to make sure that everyone has an equal chance to earn all the relevant points, and to find the same information.  And occsionally, that means "rail roading" or forcing the story a certain direction.

It's not "Fair" either if you're running a marathon for a couple of organizers to grab you, kick you in the nuts, and drag you back to the 10 mile marker after you've run 20 miles.

QUOTE (tisoz)
SL James, I had a guy that just kept going OoC about why his brilliant plan did not work to perfection.  I explained at least 3 times that it did work to some extent and why it failed to totally work.  That guy reminds me of a couple of the guys here that keep complaining about things.  Some of them could be explained within the scenario and some are admittedly bad GMing.  But when you are supposed to score someone on roleplaying, and the biggest part of the impression they made on you is arguing OoC or debating rules or just plain not listening when you tell them exactly why their plan failed, OoC, how can you score them very well on roleplaying?  I looked at it as did they stay in character, not were they a brilliant actor that demanded 20 takes until he was satisfied.

Um, you judge him on his role-playing. How hard is that to do? It shouldn't be a measure of how much of the things coming out of his mouth are OOC vs IC. It should be whether his IC stuff was actually good.

Seriously, how hard of a concept is that?

QUOTE
So you are saying next that it should have been railroaded who was in charge?  I guess we should just defer to you when deciding when to RR?

No, I'm saying it was completely IC for them to fight over who led. How about you actually read what I post?

QUOTE
This next part about the 6 second response time is IMO a fallacy.

Well, I'm working off Ghostfire's post, under the expectation that when he said a couple of passes he wasn't lying his ass off.

But, really, if you didn't GM him then what do I care what YOU did, anyway? Oh, I don't.

QUOTE
Wireknighteek.gif  Just  eek.gif

I agree with WK 100%, btw. I really do think your first post was WAY out of line and nothing but ad hominem attacks on someone you probably didn't even GM, which makes it that much more absurd and, well, stupid.

DireRadiant
QUOTE (Bull)
So in theory, each round is designed to be a seperate entity, to one degree or another. Each is a contained chapter that fits as part of a whole.

In theory smile.gif

Bull

In some tournaments I've seen where the next round starts with a "Here's how previous round ended" brief. Just to get all the tables onto the same track.
Lindt
I know Im not alone in saying this among the con Gms, but a number of us dont HAVE local groups anymore. Thats part of the reason we haul our butts a thousand miles to work our tails for for peanuts. I figured that last year I was comped about 4 bucks an hour for my table time, never mind the work I put in otherwise.

Im half tempted to say "If you think you can do better, why dont YOU come and help next year?" The amount of time and effort that goes into the tourny is staggering.

Bull
QUOTE (SL James)
It's not "Fair" either if you're running a marathon for a couple of organizers to grab you, kick you in the nuts, and drag you back to the 10 mile marker after you've run 20 miles.

I do agree a bit there, I think. This is one of the reasons that all the GMs should be thoroughly briefed, and why things should run at an even clip for all the teams equally. Reality and the fact we're all human kick us in the nuts a bit too often though frown.gif

Like i said, I wasn't directly involved this year, and beyond the one round I actually played in, I don't know how anything wet for anyone personally. I had fun, and owuld have loved to have come back for the next couple rounds, but I don't think the GMs r my fellow players would have enjoyed me passing our or possibly throwing up on the table smile.gif

LilithTaveril
QUOTE (Bull)
An NFL team can't decide to field 12 players, or give the running back a machine gun.

Yeah, I know. Do you know how many times I've suggested they do that? It would make the game live up to how they're billing it.

In any case, I think the biggest issue here is there is a lack of a way to track how the previous run went beyond two GMs chatting with each other. And, depending on time issues, this may never happen. But, there is a way around this already mentioned on this topic. Give GMs an hour of buffer time. They can wrap up the adventure, write out a summary of what happened (or copy their notes), and then pass out a copy to each player. I know this requires, in part, the use of a copy machine by the GMs. But, on the other hand, it gives the next GM a fairly good starting point.

Now, the above is suggested to go along with this suggestion: Go ahead and make a lot of leeway in how the players can solve it. Write multiple paths into each scenario, then the next night the GM can continue along the path the players chose. Each path affects how the plot plays out, but if written right, the overall plot happens regardless. For example, let's say Team Sneakyferret manages to steal the item they're after and get out within the first hour of game time. Well, then you eliminate the "showdown with the bad guy who outsmarted them" and go with the "car chase as the bad guy tries to steal item x" path. Now, then, if they manage to get it back to HQ, you then reveal the item's fake. The bad guy had stolen it yesterday and the whole chase they underwent was part of how he covered up the theft.

Poof. You end night one with the PCs wanting to go after this guy. Night two rolls around and the PCs discover that he hacked the security feed, editted the tapes, and then called the media. Now, tapes have surfaced showing the PCs playing a game of bullet tag with the personel of the building when, in fact, they hadn't. The PCs and their boss know it's not them, but they still have to track the guy down, and now they still are cut off from using the resources of their departments.

Now, the suggestion was to have GMs test it before you play it at Gencon. Personally, I love that idea. Just have them agree not to reveal the plot points, then go through a few months of testing. It seems like a lot of effort, but grab a few people from here and you potentially have your test groups. Give them the innitial plot and scenario for how it's run, let them come up with the alternative paths, then write those in and let them test again.

Now, for scoring: Everyone has a chance to go down each path, the same they have a choice to shoot guards in the head or sneak past them. Grade them as normal. From the sounds of things, I don't see an excuse for why the grading scale cannot manage for the above suggested setup. Plus, it feels less like railroading to the player.
Dashifen
QUOTE (LilithTaveril)
In any case, I think the biggest issue here is there is a lack of a way to track how the previous run went beyond two GMs chatting with each other. And, depending on time issues, this may never happen. But, there is a way around this already mentioned on this topic. Give GMs an hour of buffer time. They can wrap up the adventure, write out a summary of what happened (or copy their notes), and then pass out a copy to each player. I know this requires, in part, the use of a copy machine by the GMs. But, on the other hand, it gives the next GM a fairly good starting point.


The GMs did have a buffer hour to meet and discuss. We got together at 6pm to prepare for a 7pm game. The issue for Team Shoot seems to be that after myself and the GM for Night 2 met, that GM made choices that I may not have -- which is his prerogative since (a) he's not me and (b) he was the GM at the table. I say he made choices that I may not have because I don't know what happened at his table. I do not find it hard to imagine that Team Shoot's experience is probably similar in nature -- if not in severity -- to the events of other tables.

What I was asking was if there's a reason that the GMs couldn't get together at 5pm (for example) on night 1, the players arrive at 6pm to get characters and ask questions, gaming begins at 7pm. On nights 2 and 3, the players need not arrive until 7pm as they'll have already had the chance to deal with character concerns on night one. Thus, the "extra" extra hour would only really be useful on night 1.
Ghostfire
Dashifen:

As I pointed out in one of my posts, I had no issues with your GMing, personally. In fact, as I mentioned, I thought you were pretty good, within the constraints of the plot.

It goes without saying that players spend WAY too much time on minor or unimportant details, while not spending nearly enough time on the major, plot-advancing points. The problem for players, of course, is that we never know which is which.

I really do wish I had some clear understanding of what the grading scale was for the tourney, but that's only a niggling little thing buzzing in the back of my head. I don't know exactly where our team screwed up, but we obviously did somewhere, at least according to the written standards.

Given how amorphous the initial setup of the plot was, I really don't understand how a GM (any GM) can think a groups of PCs who have never played with each other or with with that GM will act a certain way. You can't fall back on 'well, 'runners would probably do this...' since the plot itself was outside of what is normally covered in Shadowrun.

I had never played in a convention before GenCon. My own playstyle is to stay within the rules as much as possible -- to know them well enough that PCs and NPCs do things that are logical and reasonable within the framework of the rules, whenever possible. I'm QUITE sure that conflicts badly with certain other playstyles. Ultimately, though, I try to be flexible, because the idea is to have fun.

My point? My issues on Night 1 had everything to do with the plot. The feds are fairly infamous for turf battles, but that feeling of 'This is MINE, back off!' or 'Soooo not my problem' wasn't there. It's hard to begin roleplaying without an understanding of what's expected from us. Now...I will also say that I, personally, saw a specific character in our group take charge pretty much from the get-go, and keep the team ordered and on track from the outset.

Though he was somewhat...overassertive on occasion, he was roleplaying a directive person with a high Leadership skill. I was happy to see a plan put together quickly.
LilithTaveril
QUOTE (Dashifen)
QUOTE (LilithTaveril)
In any case, I think the biggest issue here is there is a lack of a way to track how the previous run went beyond two GMs chatting with each other. And, depending on time issues, this may never happen. But, there is a way around this already mentioned on this topic. Give GMs an hour of buffer time. They can wrap up the adventure, write out a summary of what happened (or copy their notes), and then pass out a copy to each player. I know this requires, in part, the use of a copy machine by the GMs. But, on the other hand, it gives the next GM a fairly good starting point.


The GMs did have a buffer hour to meet and discuss. We got together at 6pm to prepare for a 7pm game. The issue for Team Shoot seems to be that after myself and the GM for Night 2 met, that GM made choices that I may not have -- which is his prerogative since (a) he's not me and (b) he was the GM at the table. I say he made choices that I may not have because I don't know what happened at his table. I do not find it hard to imagine that Team Shoot's experience is probably similar in nature -- if not in severity -- to the events of other tables.

What I was asking was if there's a reason that the GMs couldn't get together at 5pm (for example) on night 1, the players arrive at 6pm to get characters and ask questions, gaming begins at 7pm. On nights 2 and 3, the players need not arrive until 7pm as they'll have already had the chance to deal with character concerns on night one. Thus, the "extra" extra hour would only really be useful on night 1.

Okay, I'm so tempted to put my favorite movie quote about details here.

In any case, that's information I didn't have when making the previous post. Still doesn't really affect most of it.
ShadowDragon8685
I think this should be an object lesson in why Piss Poor Planning Provides Poor Playing.

Though even for piss poor planning, this is pretty piss poor playing. I've pulled off a session where I basically had a start point, a sort-of-complete of characters, PCs that might or might not show up, and was basically winging it the whole time, and the PCs (who showed up) expressed more satisfaction with the game than Ghostfire is evidencing.


And while I'll admit it was an internet game run via OpenRPG, not a GenCon tournament where the players are for some reason being graded (???), OpenRPG has it's own hosts of problems.


In any event, the soloution is simple. PLAN! Think ahead! Not a week, or a month. Two or three months at the MINIMUM for something like this.

Have the module written, reviewed, playtested, revised, etcetera. Yes, it will still be a railroad. But if you're riding a railroad that has a lot of alternate routes with interesting scenery and the destination is awesometown, it's not so bad, especially if awesometown can be altered a lot by what you do on the path there.

If, on the other hand, it's an AmTrak express from Boringville to Sucktown, going non-stop through dingy industrial park and pollouted wasteland that only a Post-Apoc lover could enjoy (and it not being post-apoc), then it won't be enjoyable.


An idea strikes me, if the PCs aren't that important to the plot, and in this instance it seems they were not, prepare more player characters than players. With a generic "Feds from different agencies thrown together" thing, it works.

But above all, have the PCs that they do get be complete. Federal agents who can't do battle with neophyte gangers? People with weapon specializations in weapons they don't have? People who start without ammo?! A federal agent with the Combat Paralysis flaw?!

Also, Tisoz seems to be taking things way too personally. I never intimated that he should have neither participated nor that he should have been browsing for the porn. Though he probably should do that now, since he's getting so wound up and sounds like he needs to relax.


And Adaral, re this comment:
QUOTE
That was a piss-poor tourney. I could show up drunk off my ass and GM that scenario better than the monkies he got.
I would pay to see that. That sounds like a rollercoaster ride through hilarity. smile.gif







hyb
A quick question for the audience:

How many teams out of the 12 were allowed to requisition equipment on Night 1? We're talking stuff like normal ammo, basic gear, etc?

James McMurray
QUOTE
GenCon tournament where the players are for some reason being graded (???),


You seem confused at the idea of grading performances, despite it being a tournament. If they're not graded how do you find a winner? I suppose you could random roll it, but that wouldn't make much sense.
Dashifen
QUOTE (hyb)
A quick question for the audience:

How many teams out of the 12 were allowed to requisition equipment on Night 1? We're talking stuff like normal ammo, basic gear, etc?

All three of the teams that sat at my table during the tournament requisitioned some gear. The hard part was how much gear to allow. Can the federal government provide easy access to APDS rounds? Helicopters? Rocket Launchers?

I think that the feds could conceivable requisition and provide many or all of the items in the book. Thus, how do we limit things? It seems to me like the limit would be built in: availablility. All items under an X availability could have been gathered and provided to the players in the time allotted. The whole tournament was only supposed to take around 24 - 36 hours of "in game" time, so there isn't much wiggle room for the feds to play with.

Thoughts?
Ghostfire
QUOTE
All three of the teams that sat at my table during the tournament requisitioned some gear. The hard part was how much gear to allow. Can the federal government provide easy access to APDS rounds? Helicopters? Rocket Launchers?

I think that the feds could conceivable requisition and provide many or all of the items in the book. Thus, how do we limit things? It seems to me like the limit would be built in: availablility. All items under an X availability could have been gathered and provided to the players in the time allotted. The whole tournament was only supposed to take around 24 - 36 hours of "in game" time, so there isn't much wiggle room for the feds to play with.


Dashifen, I'll have to beg to differ here, slightly. Our team, on night one, was initially rebuffed when asked if it was possible to requistion Ex-explosive ammo and heavier armor. The technomancer in our group asked for a clip of normal heavy pistol ammo, as he had none on his sheet, and was told no. The details are a little fuzzy now, but I also remember asking what sort of support we had for things like surveillance, drones, heavier weapons, etc. My recollection of the answer was, essentially: Here's a 10,000 nuyen expense account. Go talk to your contacts.

Edit: One more thought. The gear situation is pretty core to what characters are going to be able to do. The very question you posed should have been answered and conveyed to all of the GMs before any PCs showed up. How can you fairly judge a group of players when they have different base resources?


Part of the problem with that is that the contacts in question weren't exactly stellar, nor did our group have enough time to get anything through the normal gear acquisition channels, per book rules. The only gear we managed to obtain through the entirety of the three nights was a box lined with wi-fi inhibiting wallpaper to hold the data storage array, at the end of night two, along with some grenades and stick and shock ammo. Oh, and some Ex-Explosive ammmo we had to buy illegally from someone's contact, as I recall.

Everything else we asked for was denied. Again, this is my recollection. If you remember something different from your experience with us, please correct me.
Dashifen
I recall the 10,000 nuyen and the requests at the begining, but prior to the gambit at the end of the night you all did get 100 rounds of stick and shock ammo and gel rounds to match. I thought I recalled the Hacker getting some armor, too, but I'm not sure about that.

I think, that what ever the specifics of the situation at ever table, there should -- in the future -- be a way for GMs to allow the requisitioning of gear in the time allotted. For this specific situation, the contacts that any agent would have within the federal government would probably have created all hell for further nights if any night one GM went overboard with the requisitioning. Thus, I was loathe to hand out gear that would be too powerful for the next three nights.
Ghostfire
And I can /certainly/ understand your reluctance to overpower and/or twink out a group of characters you would no later have any control over. This goes back to what I was saying -- it should have been clearly communicated to the GMs what they could do in this regard since, as you point out, it has such far-reaching effects.

From what I heard after the fact, other GMs were more liberal in what they allowed. This is not intended as an accusation. Rather, I'm simply saying that due to the format of the tourney, some groups were given a head start, resource wise.

It's a lot easier to concentrate on roleplaying and enjoying the plot when you're not scratching your head saying 'this doesn't make a lick of sense....'

hyb
If I recall correctly, the stick and shock ammo we got wasn't through the government but through a side contact using basic book rules. The armor for the technomancer was purchased in the same way.

The GM from the first night(Poster above me) was a lot of fun but the situation/plot was lacking especially after the beginning of night 2's retcon extravaganza. It was here that the railroading started. The Night 1 GM for Team Shoot went with what he was given and is a great chap. He's communicative and explained what was going on during the run.


People can call it what they want, but Uber Bad Guy that can do anything without following rules = Bad. Ignoring rules = Bad. Having a plot that is almost 100% scripted = Bad.
Blitz
I would like to state that I am very sorry that some of you didn't like the tourney. I know from being a GM for several years that the tourney has always been the hardest event to run. The actual tourney is usually not given out until the day before the convention starts and so usually only gets a quick read through. Unfortunately, that means that there may be issues that aren't covered, potential decisions that aren't planned for and missing or contradictory information on character sheets. However, even if we are given weeks to go over and even playtest the tourney (which we hope to do for next year) the creativity of some players still amazes us and all possible outcomes can never be predicted.

Within the guidelines of a module, there are only so many avenues that can be accounted for and that requires that sometimes the GM must make decisions that leave players feeling frustrated. I know that my team (god love ya) decided to go on wild goose chases wherever possible and while I chose to allow it, it also meant that we ran way behind schedule and I had to do a fair amount of railroading to force the team to where they needed to be by the end of the night. To that Im sorry, but Im sure that we all had fun not withstanding.

I think it's great that everyone cares enough to submit feedback on how the tourney could be improved, but my girly sensitivity is a little hurt at a lot of the flaming going on. The GMs there put in a lot of time and effort to try and make the game as enjoyable as possible. We didn't write the tourney, nor did we make the characters. The choices we made were all done with the goal of trying to help the characters complete the mission successfully and have fun doing it. The whole reason we volunteer is because we love SR, we love the players and we want to help provide as much fun as we can. We are NOT paid. We get some compensation as far as badges and a bit of help on hotel costs, but please do not think of us as paid either by GenCon or FanPro.

I've run games for GenCon both Indy and SoCal for a number of years now, and can tell you that this tourney was actually one of the better written and the characters were more fully developed then past years. It's still not perfect, but we're improving year by year. I truely believe that a lot of your perception of the tourney comes from your decisions on how to approach it. It's not a home game where the GM is there to just provide a rough outline of the world and external events and let you run wherever you want. It's a competition and as such has more limitations on where you can go. You are expected to do the necessary legwork, follow the story and accomplish a set series of goals. Any other method would make impartial judging impossible. If you don't like that, we offer MANY other games with no competition involved where the game has much more flexibility. Missions are kinda an inbetween mix, where they are set modules with limitations as far as where the story can go, but without the majority of the railroading. If you want to play in a flexible SR game much like a home campaign, look for non missions one shots. Heck, this year we even offered a LARP style game. Our goal is to offer many different style choices so you can always find the type of event you would enjoy most.

I'll second the sentiment that if you think you can do better, volunteer next year and prove it.
James McMurray
As fully legal and licensed members of society, is there a reason you couldn't drive to Wal-Mart and get some ammunition? Or Guns-R-Us if you want special stuff like stick-n-shock?
ShadowDragon8685
QUOTE (James McMurray)
As fully legal and licensed members of society, is there a reason you couldn't drive to Wal-Mart and get some ammunition? Or Guns-R-Us if you want special stuff like stick-n-shock?

There's no reason they coulden't have, but given the fact that these are Shadowrun players in a Shadowrunner mentality, that probably would never have occured to them. Or me, and I doubt that you would have thought of it while in the hot seat, and if you had then more power to you.
James McMurray
I've had shadowrunners go to real stores, why not government agents? smile.gif
ShadowDragon8685
Perhaps your Shadowrunners need to be refreshed on the definition of a Shadowrunner, a Shadowrun, and the Shadows in general. smile.gif
James McMurray
Nah. Why bother contacts for things you can get on your own? I know if I was a fixer I'd get really pissed if Joey "Too Legit to Quit" Styles kept calling me up to get him some duct tape, Applesauce, and bullets.
ShadowDragon8685
There's a big difference between duct tape and applesauce, and bullets.

People don't look twice at you buying duct tape and apple sauce. Buying ammunition, now, that will get you noticed. It will get your face on camera, and most importantly it will leave a trail.
deek
From all I have been reading, it seems like a breakdown in multiple areas...although I believe them to be minor, when they all happen in the same session, the entire experience in magnified.

As a player, going into a tourney format, you have to realize the game is going to be different than normal home play. Now maybe that should have been discussed a bit more from the start, to get everyone on the same page, but seeing you are given a pre-made set of characters and all 12 tables are running the same adventure...you have to take into account that you will have some limitations.

As a GM, why wouldn't you know the whole adventure and realize where your major plot points and stop points would be? Heck, the vast majority of my home adventures have certain objectives and goals for a successful mission. There are plenty of ways to make it through, so I don't see why the GM in a tourney wouldn't be expected to do the same. Railroading is part of being a GM and I think it is a fine art to railroad your players while they are thinking they are actually calling the shots.

It just sounds like you GM on the first night didn't take that stuff into account. He might have been the most fun, but he obviously didn't get you setup for the next night and I think he should have.

As an event planner, the only fault I can see there is some incomplete character builds and potentially some vagueness in what they wanted the GMs to allow for resources...unless you have 12 GM robots, you have to figure each table is going to go about the session differently each night, and you would expect that each GM, knowing there were three nights, would try to wrap everyone up in the same place to get ready for the next session...

To me, it sounds like a tourney game would be fun, but it wouldn't be the same kind of fun I would have at home games...but I would think I would be able to give the tourney format a chance and not expect as much out of it. You are dealing with limited characters, a mission with set objectives and scoring plus a limited timeframe to play in...everyone, including the players, should have been aware of that and worked to move the game along...
James McMurray
So? You're not wearing your own face or using your own SIN. And even then I don't think you'll get noticed much. If you walk into a gun store and buy ammunition you're just one of countless people that walks in and buys ammunition every day.

And all that is beside the point. These are licensed government agents. Going to a store is something they do every other day of their lives.
hyb
Well, you can't walk into a gun store and buy ammo when you don't have any cash. It wasn't until close to the end that we managed to get the 10k nuyen and go to non-governmental people to get ammo/armor. The characters didn't even start with a single nuyen to their name. Once we got the 10k nuyen and went to non-governmental people, we finally had ammo for all guns.


In the future, when dealing with governmental/corporate agencies in a tournament, the best bet would to say, "PCs get a max of 2 trucks, 1 car and 10k nuyen. That nuyen can be in the form of requisitioned equipment up to Restricted. Forbidden items requires a Charisma+whatever check with a threshold of # to get permission."

James McMurray
I'd have asked if I anyone had a credit card. If told no I'd have walked away. smile.gif

Ok, I probably wouldn't have walked away, but my odds of having an enjoyable evening would have plumetted.
PBTHHHHT
QUOTE (ShadowDragon8685)
There's a big difference between duct tape and applesauce, and bullets.

People don't look twice at you buying duct tape and apple sauce. Buying ammunition, now, that will get you noticed. It will get your face on camera, and most importantly it will leave a trail.

Go to the Walmart superstore and buy 600 rounds of ammo. The clerk there won't even bat an eye. A day of target shooting, a person can burn through ammo like crazy, my friends and I went through over a thousand rounds on Sunday). They won't look twice.

Given how in the Srun game, how prevalent are gun users, your mileage may vary between game groups. But for a society with lots of guns, buying ammo is not uncommon.
Adarael
QUOTE
And Adaral, re this comment:
QUOTE

That was a piss-poor tourney. I could show up drunk off my ass and GM that scenario better than the monkies he got.


I would pay to see that. That sounds like a rollercoaster ride through hilarity.


A couple of years back, when I was going through a really tough time (no job, no school, no money, etc) and I hadn't slept for a day or so. I came home, and started drinking gin, having forgotten that I was going to be running Tribe 8 that day. While I didn't get to the really slurry point of drunkenness, I was pretty out there.

Apparently, the players said it was one of the wierdest and meanest sessions that I'd ever ran, and they loved it. I was sure it sucked.

If I was to get silly-drunk, though, you'd get plot hooks like, "Driving down the road at a good clip, lone star's nowhere in sight... Seems you made a clean getaway from the BAM ZOMBIE ON YOUR WINDOW OH SHIT!"
RunnerPaul
QUOTE (the_dunner)
-There are many reasons why we switch GMs from night to night. That is something that won't be changing. While the suggestion about an observer is a nice alternative, that would require manpower that we simply DO NOT HAVE.

That was exactly the point I was trying to make to the people who are saying "A new GM every night? There's your problem right there."

The long and short of it is to be able to do the things you want to do in a tournament setting, GM swapping is a requirement. If organizers have to go scrounging for 6 replacement GMs at the last minute (not at all an uncommon occurrence), there's no way in hell you'd be able to scrape up separate Observers/Judges for each table.

I was just curious to hear if anyone in the "don't swap the GMs camp" had a magic solution to it, or find out if they were even aware of why GM swaps are a necessary evil in the first place.
Ghostfire
I understand the reasons for swapping GMs. They are, in fact, basically in line with my assumptions why GMs were swapped to begin with.

From my point of view, while swapping GMs isn't ideal, the problem is how it interacted with this particular plot. It was a linear path with various waypoints. Though the PCs might head down a side street or two on the way, the expectation and compulsion was to hit each waypoint squarely each night.

It would work a whole lot better if the PCs were completing specific blocks each night -- interconnected, one-shot runs that affect each other but which are ultimately entirely different adventures. The overall /metaadventure/ would be the summation of the three nights.

The only handoff that needs to take place from a continuity standpoint should be: The PCs completed A, B, and C. NPC X was killed by the PCs. NPC Y escaped. NPC Z was mortally offended by the runners and is now hostile to them. I'm speaking in very general terms here to convey my meaning.

With this sort of setup, the GM coming into night 2 and night 3 will have a checklist of stuff that night 2 and night 3 take into account. I recognize that in some cases (all?) the PCs will go in a direction not taken into account....but, ultimately, the question should be, at the end of the night, did the PCs accomplish the following goals {insert checklist}.

My view of a three night tourney is this: It should be like watching the Lord of the Rings or Star Wars trilogy. Each one is a different movie, and is watched independently of the others. But at the end of the last movie, all the other stuff that happened in the previous nights comes to a head.

GM conferences in night 3 could be done BEFORE the players arrived to discuss how to fix where they've veered too far from the path. If they've veered so far off that they can't win...fine! That's what happens sometimes in RPGs, and especially Shadowrun. Sometimes, survival is its own reward, especially when the PCs have fun and feel like they worked for survival and feel lucky they lived.
James McMurray
This next bit is me speaking from very limited experience (I GMed one night of a tournament at GenCon a while back). When I ran we did have a pregame session prior to each evening with questions along the lines of "what if the players do X?"

A problem with having nights 2 and 3 be freeform with no chance of winning for those that veered too far is that not all GMs are comfortable with or good at freeform games. If someone is the type of GM that prepares for each adventure with a specific run in mind they're going to be worthless when they show up and get told "and oh yeah, they shot their boss and started an organlegging operation."

I'm not saying a total retcon is the best route every time, but sometimes it (or something like it) is necessary.
Dashifen
QUOTE (Ghostfire @ Aug 16 2006, 04:20 PM)
The only handoff that needs to take place from a continuity standpoint should be: The PCs completed A, B, and C. NPC X was killed by the PCs. NPC Y escaped. NPC Z was mortally offended by the runners and is now hostile to them. I'm speaking in very general terms here to convey my meaning.

With this sort of setup, the GM coming into night 2 and night 3 will have a checklist of stuff that night 2 and night 3 take into account. I recognize that in some cases (all?) the PCs will go in a direction not taken into account....but, ultimately, the question should be, at the end of the night, did the PCs accomplish the following goals {insert checklist}.

The situation you're describing is the way its already done.

The issues often arose when one team did things differently than another. For example, there was a team that killed the Frenchmen (a.k.a. the Big Bad Guy) on night two. They kicked open a door and called a shot which ended up being more than he could soak in one hit. Thus, the GM for night 3 (GM3) was told by the GM for night 2 (GM2) that this occurred and GM3 had to adjust the module as necessary.

My team on night 2 captured him using an air spirit's engulf power (nearly killed him, too) and thus I told the GM3 for that team that people could be gunning for the Frenchman in order to be sure that he doesn't let the cat out of the bag with reference to their involvement.

I think the issue for you happened when your GM2 either (a) misunderstood me or (b) decided that he would try something that I didn't foresee in my "meeting" with him that, obviously, turned out to be less fun for you all but he saw as being the right way to go. I'm not sure there's really a way to deal with that sort of human factor.
Ghostfire
QUOTE
The situation you're describing is the way its already done.

The issues often arose when one team did things differently than another. For example, there was a team that killed the Frenchmen (a.k.a. the Big Bad Guy) on night two. They kicked open a door and called a shot which ended up being more than he could soak in one hit. Thus, the GM for night 3 (GM3) was told by the GM for night 2 (GM2) that this occurred and GM3 had to adjust the module as necessary.

My team on night 2 captured him using an air spirit's engulf power (nearly killed him, too) and thus I told the GM3 for that team that people could be gunning for the Frenchman in order to be sure that he doesn't let the cat out of the bag with reference to their involvement.

I think the issue for you happened when your GM2 either (a) misunderstood me or (b) decided that he would try something that I didn't foresee in my "meeting" with him that, obviously, turned out to be less fun for you all but he saw as being the right way to go. I'm not sure there's really a way to deal with that sort of human factor.


Something's being lost in translation, here. Let me try to explain what I mean more fully.

The adventure itself was very obviously broken into three distinct blocks to be run. BUT! It was, from a standpoint of someone watching events unfold, one adventure that took three nights to complete, with different GMs popping in every few hours and taking the reins from the previous GM.

What I'm proposing is three mini-adventures designed to be run in 4-5 hours, with all three mini-adventures written as part of an overall 'meta-run'. Please note I'm not suggesting the plots be free-form, amorphous, and left up to individual GMs.

What I'm saying is that each night should have a self-contained adventure. When you show up the next night, you are doing something new. Example:

Night 1: Runners show up. Are hired to steal the prototype for Item X. End night 1: Runners have just finished delivery -- or have failed.

Night 2: Runners are pursued by secret corp strike team. NOTE: the actual results of night 1 don't matter here so much. The point is that you write the plot in such a way so that simply by having taken part in night one /at all/, there is a valid and logical reason for night 2 to begin. This is not so hard, and finding holes is what playtesting and peer review are for.

Night 2 ends with the PCs shaking off/killing/ outfoxing the corp team. Their Johnson/Fixer/whomever from Night 2 contacts them with information, explaining what's going on. Plot moves forward, culminating in a desperate firefight where the save their fixer (or they don't, or something else entirely happens). There's some sort of plot twist, and the PCs are forced to make a moral choice. Whatever, the point is at the end of night two, they've triggered an event through action or inaction. Which sets up Night 3...


Night 3: The climax of the plot. It, again, happens in the context of 'all this stuff happened a few days ago...' or whatever. Again, Night 3 is written as an entirely different adventure, and the reason the players are included is, basically, simply because they took part in Night 2, and through action or inaction, larger events moved forward.

The point I'm getting at is that a structured series of events is fine. They simply need to be less dependent on certain waypoints being hit. Certain results /positive or negative/ must be known, but that's an entirely different prospect than 'The PCs need to be in this exact place on Night X'.

Dashifen
Now I understand. Thanks smile.gif In fact, I like that concept a lot.
Ghostfire
QUOTE
My team on night 2 captured him using an air spirit's engulf power (nearly killed him, too) and thus I told the GM3 for that team that people could be gunning for the Frenchman in order to be sure that he doesn't let the cat out of the bag with reference to their involvement.


I wanted to address this in a different post. On Night 2, we identified the Frenchman. Our close combat character ran up to him, performed a charge action, and got something like 7 or 8 successes on an unarmed attack. That's quite a few.

The problem, though, is that the Frenchman would have had to perform full defense to bounce that many successes (let me add: probably. Almost certainly. Still /possible/ he simply rolled well.). However, when asked if he appeared to be fighting in a totally defensive manner, the answer was yes, as I recall. But I'm not sure on that specific point.

The NPC then tosses a data storage array at the unarmed character. He draws a flash grenade. He arms the grenade. He tosses it at the unarmed character's feet. He then flees at a run, and the grenade goes off in the same action. When asked to make an Interception check, the unarmed character was told 'Sorry, you're blind, you can't'.

Then, after the unarmed character asked to switch to Astral Perception and try to follow the Frenchman, the team was told 'he disappeared, you can't find him.'

It would have been great if we had been able to break the plot. But, the GM in question simply ignored the rules and had NPCs act in a manner consistent with bad television.

Deus ex machina should not be the primary means of plot advancement. If I wanted to play live action Greek tragedy, I would sign up for Illiad: the LARP rather than a Shadowrun game.
James McMurray
It really sounds like you got doubly screwed. Once by being allowed to go past the end of phase 1 and then again by being given someone who couldn't handle that, and also couldn't handle stepping out of the bounds of the run (or perhaps didn't think he was allowed).
Dashifen
They didn't get past phase 1, they didn't get to the end of phase 1. Nitpicky, I know, but that was the issue.
James McMurray
Sorry, must have misunderstood. So they were only screwed by being given someone that would not react to prior changes.
Dashifen
I guess. I hate to vilify someone who's not here to defend himself, but their GM2 does seem to have deviated after our meeting. Whether that was because I failed to impart the situation effectively, he failed to effectively react to that situation, or he just didn't like the situation I created and decided to re-create a new one (for what ever reasons), I don't think I'm able, or willing, to say.
Cthulhu449
The first time I played in a tourney I had no idea how they were run. My group ended up being pretty much moved through the module as each DM pleased because we were so lost, and we were certainly annoyed. In the end a Drake leading a Seider Krupp Ultra Rape Squad ™ waxed the floor with us, thanks in large part to our characters' lack of gear. First times at anything often suck.

That out of the way, I've had a great time at every tournament including that one, and so has anyone I've had the pleasure to play with. There is a good deal of railroading, and sometimes DMs don't make the best choices. If what you care about is winning you can take solice in the fact that everyone is dealing with the same problems. If you don't care about winning, then you pretty much can't help but have some fun because that is what everyone is there to do.

Changes should always be made and things should be improved. Ghostfire makes some great points, the DMs also have good reasons for why some things have to be done. We all agree. Anything else that needs to be said?
Brennin
I played the tourney. It had several flaws, but I had a blast anyway. The GM's worked well with our group, when we had reality glitches, we just worked it out. Could it have been done better? Yep. With that being said I still had a great time playing my character and interacting in the story. It was a really fun three nights and I look forward to doing it again next year.
SL James
QUOTE (Adarael @ Aug 16 2006, 02:58 PM)
A couple of years back, when I was going through a really tough time (no job, no school, no money, etc) and I hadn't slept for a day or so. I came home, and started drinking gin, having forgotten that I was going to be running Tribe 8 that day. While I didn't get to the really slurry point of drunkenness, I was pretty out there.

Apparently, the players said it was one of the wierdest and meanest sessions that I'd ever ran, and they loved it. I was sure it sucked.

What did they expect?

Gin makes a man mean.
SL James
QUOTE (Blitz)
I think it's great that everyone cares enough to submit feedback on how the tourney could be improved, but my girly sensitivity is a little hurt at a lot of the flaming going on. The GMs there put in a lot of time and effort to try and make the game as enjoyable as possible. We didn't write the tourney, nor did we make the characters. The choices we made were all done with the goal of trying to help the characters complete the mission successfully and have fun doing it. The whole reason we volunteer is because we love SR, we love the players and we want to help provide as much fun as we can. We are NOT paid. We get some compensation as far as badges and a bit of help on hotel costs, but please do not think of us as paid either by GenCon or FanPro.

I've run games for GenCon both Indy and SoCal for a number of years now, and can tell you that this tourney was actually one of the better written and the characters were more fully developed then past years. It's still not perfect, but we're improving year by year. I truely believe that a lot of your perception of the tourney comes from your decisions on how to approach it. It's not a home game where the GM is there to just provide a rough outline of the world and external events and let you run wherever you want. It's a competition and as such has more limitations on where you can go. You are expected to do the necessary legwork, follow the story and accomplish a set series of goals. Any other method would make impartial judging impossible. If you don't like that, we offer MANY other games with no competition involved where the game has much more flexibility. Missions are kinda an inbetween mix, where they are set modules with limitations as far as where the story can go, but without the majority of the railroading. If you want to play in a flexible SR game much like a home campaign, look for non missions one shots. Heck, this year we even offered a LARP style game. Our goal is to offer many different style choices so you can always find the type of event you would enjoy most.

Yeah, yeah, yeah. Pity the poor GM and all that crap. Because that's all I see it as: Crap. It disgusts me that so many GMs are trying to cover their own asses under the cover of "it's hard work." Yeah, right. I didn't give a shit when W said it in the 2004 debates, and I don't give a shit now. I couldn't care less about your compensation aside from the perspective that not one person who's claimed to be a GM has shown any reason why they deserved anything other than a kick to the ass.

Of course, it's hard work. It's GMing. If it wasn't hard work, then we'd be useless. Meanwhile, I see no particularly good reason to give a shred of concern or respect to the perspectives of any Gencon GMs versus the players. Maybe it's all the years I spent as a player and not a GM, but I am just stupified at the level of incompetence and gross variances between GMs in a tourney that is at least sanctioned by Fanpro.

QUOTE
I'll second the sentiment that if you think you can do better, volunteer next year and prove it.

Kiss. My. Ass.

I have a dozen players in five games telling me I'm one of the best GMs they've ever had in a combined century or so of gameplay. I don't need the approval of some loser who even tolerates the crap preparations this campaign had going against it before the con started. No wonder people backed out. I would have too.
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