The Art of the Con, Chapter 1: Fear of Flying

The most common reaction I get from gamers when I talk to them about running a convention game is abject fear.

“Yeah, I’ve though about running an event, but I’m kind of nervous.” “I’d like to run [Game X], but I don’t know if I’m ready.” “Who, me? No way; I don’t think I could do it.”

Now, to be fair, I was of the same mind when I was first approached about GM’ing a game for ENWorld Chicago Gameday (much less being asked to organize the whole thing). The very idea of running an event for complete strangers who had signed up in advance for a four-hour slot with the expectation of being engaged and entertained, their long drive to the con made worthwhile, was very intimidating to me. I mean, I’m just some guy. What skills do I have to offer? How could I possibly come up with an event that would guarantee four hours of fun? It’s too hard!

Now, of course, I know that this is all a total crock. After getting a few cons under my belt as a GM, I honestly was wondering what the hell I was so afraid of.

Look, if you can run a game for the close-knit group of friends you play with each week, you can run a game for anyone. As was probably said once by somebody, somewhere: Strangers are just people you haven’t met yet. And these people you have yet to meet are coming to the convention with excitement in their hearts; they want to game! They wouldn’t be there otherwise. You don’t have to worry about convincing them that playing in your event is a good idea; they signed up for it. They want to play your game and have a good time. You just need to give them the game for which they signed up. Ideally, your chosen game’s rulebook already gives you explicit instructions on how to do that.

Sure, it’s probably easier said than done. Not everyone is comfortable in the sphere of social interaction; I know I’m not. Facilitating a roleplaying game, like public speaking, can be very intimidating. And, obviously, some RPGs rely far more heavily on the GM to drive the game than do others. I know that it can feel like the burden is all on you to keep the event from being boring and awkward.

But, as we’ll see in future installments in this series, preparing yourself for GMing at conventions is all just a matter of elbow grease. You compile a list of tasks, figure out your deadlines, then just set ’em up and knock ’em down. By preparing yourself and making effective use of your pre-game time, you gain a confidence that, I assure you, will come through when it comes time to run your event.

And it bears repeating: everyone is there to have fun. RPGing is a social, communicative, creative act. The players don’t want the game to “fail” any more than you do. They’re there to burn off steam, whoop it up, and share their energy. They wouldn’t be there otherwise!

The fear you’re feeling is really just anticipation about an unknown; you’re excited, but don’t know how things are going to turn out. Instead of letting that anticipation feed feelings of fear or apprehension, channel it into excitement. Use that pent-up energy to fuel enthusiasm about running your game; let it become motivation for generating ideas, or even getting grunt-work done (like handouts and character sheets).

I realize that a lot of this sounds like rah-rah motivational speaking. And, really, a lot of it is. All I can say is that I’ve been afraid, too. It goes away with practice. In the end, I promise, you’ll look back and wonder why you were ever afraid in the first place.


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