When you consider all the things that can go wrong with running a Convention game, why do the vast majority of GMs potentially exacerbate that by writing their own scenarios?
Writing your own stuff has it’s pros and cons to be sure. You’ll have a better understanding of it from the off. You’ll be better placed to improvise around it. You won’t (usually) have to write it all down so tht it makes sense to a stranger. On the other hand, you’re very much an amateur right? Well intentioned, and possibly very talented, but at the end of the day you’re a hobbyist.
I once suggested that more ‘modules’ could be offered up at Cons and the reaction was one of shock and horror, maybe it will be again. But I still remain convinced that there are some great published adventures out there just perfect for the Con experience. I’ll be reviewing some of them in future posts. Obviously, just because it’s published, doesn’t mean it’s any good, just as home cooked stuff could very well be genius. But lets play the odds here. Why run your own Unknown Armies confection when you could run Jailbreak? Will your three room dungeon be able to match one of the better Dungeon Delves?
Maybe the answer to those questions is ‘Hell, yes!’, in which case congrats, go ahead, knock yourself out. But then again, whenever you’ve had a poor Con game, ask yourself why that is. most often we get personal about it and look at the GM or the player dynamic. Couldn’t the scenario have a large part to play? and if so, might it not help to have professional help?