Dark, Delicious and Deadly part 2: Pacing

Part 2 of 5 excerpts from Dark, Delicious and Deadly, an article about running Crypts and Things at conventions.

You can Never Have Enough Pace

(as my mate Evil Gaz says).

This is the primary principle to bear in mind when running a convention game. To keep your players entertained you should help to keep the game moving along at quite a speed. Characters should be jumping, running and occasionally fighting their way through the adventure, each location building on the excitement until the big thrilling finale.

If the action drags, something happens

Things that drag the action, which might be acceptable in a home game where you have all the time in the world, need to be quickly moved on from.

For example, there’s a Locked door that blocks the characters’ way. In a home game, you might let all the table of players try something to open the door. The Thief goes through all their abilities; checking for traps, picking the lock etc. Then the magician casts Detect Magic (“is the door magically locked?”), the Fighter uses their strength to force the door, then everybody else follows on because they can all try to bash the door down. Finally, the players extract as much information from the Crypt Keeper, small details such as moss around the door frame, become excruciatingly important (“I lick the moss, to see if it is poisonous or magical.”)

You’ve not got time for this is in a con game. Let one character have a go at unlocking the door. If they fail, a guard (or a passing patrol of guards if the door has nothing behind it) opens the door from the other side to see who is making that noise and play proceeds.

Don’t be afraid to slow the pace

With all this talk about speed, if you or your players are finding it too much, put the breaks on. Slow the pace. Gently put the player characters in a safe place, slow things down to talk to an NPC for example. Let everybody get their breath back and then get back into it.

There’s a time and a place for investigation

I’ll say it up front C&T is not an investigative game. There may be moments where the players have to find secret entrances, talk to an NPC and ask right questions to find out where they are going next, but these are usually quickly sorted out and moved on from. Characters in Crypts and Things, tend to be men and women of action, and the character classes empathise this.

Next part 3: Rewards

From the upcoming Tournaments of Madness and Death for Crypts and Things (and other old-school class/level based games).

Tournaments of Madness and Death cover by David M.Wright

About Newt

Games Designer, Publisher, Web Developer, Dad.
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