In this the last of a series of excerpts from an article about running and creating Crypts and Things convention games, I exhort you, nay implore you to use pre-made characters.
Use Pre-made Characters
Pre-made characters are a must for convention games. Two reasons why:
- They save time. No matter how quick you think, Crypts and Things character generation are, at the start of a convention game it will eat up valuable game time, while impatient players twiddle their thumbs and unexpected roadblocks in the process get thrown up.
- The adventure can be tailor-made to make the most of their abilities. You want happy, engaged players who are having fun. The primary way that you can pre-destine this is by having characters who have the potential to be fun in play. While Crypts and Things use Class/Level based characters, so every character is going to have its own niche, make sure that the composition of your adventuring party is made up of characters who will all have a role to play in the adventure. Fighters always have a place, and Barbarians are good all-rounders. Magicians need to thrive in environments rich in magic and mystery, where their magic detecting abilities make them useful for explaining what is going on and detecting magical threats. Thieves are good sneaking through the shadows, taking out enemies using stealth, but are much more useful in combat than their Swords and Wizardry counterparts. For a four-player game merely make one of the core character classes, and you’ll have enough variation amongst the characters. If you have six players, add another fighter and sorcerer, with different fighter specialities and spells in their books than the others.
It’s often joked that part of the style of old-school play is having a pile or replacement characters and it is worth having at least two additional characters in case of impending character death.
An Excerpt from the upcoming Crypts and Things book “Tournament of Madness and Death.”