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Conpulsion 2007 - March 24th and 25th.

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Conpulsion 2007 - March 24th and 25th.

Postby escapistthx on Fri Oct 26, 2007 5:15 pm

Just thought I'd post this here in case anyone is interested in running games at Conpulsion next year.

Conpulsion 2007 - March 24th and 25th, Teviot Union, Edinburgh University - http://www.conpulsion.org/

Conpulsion is on the horizon again, and as always, we’re looking for some top-notch tabletop RPG scenarios for people to enjoy at the con.
Don’t think we’re just looking for traditional games – if you have something exciting and experimental you’d like to try out, then we’d be delighted to hear from you as well. From a well-run dungeon crawl to the latest in avant-garde gaming, we’re open to any an all suggestions.

The key dates you need to keep in mind in order to run an RPG at Conpulsion are as follows:

30th December 2006: Deadline for submitting your initial synopsis and blurb
10th February 2007: Deadline for submitting your written scenario
24th – 25th March 2007: Conpulsion itself

So what do we need from you by 30th December? Well, here’s what we require:

1. A synopsis of your game.
What is your game about? What are the driving forces in it? What kind of plot line do you envision it having? What system (if any) is it for? Think of this as your sales pitch to us. Explain not only the plot but try and give us an idea of what makes your idea different from everyone else’s. Oh, and a name for the scenario is good as well.
Your game should ideally be able to be run in a three-hour slot, the standard RPG slot length at Conpulsion. If your game is intended to be longer or shorter, then please let us know and the reasons for this. We’ll do our best to accommodate you.

2. 100 Word Promo for game.
This will be the way you attract the gaming public into your game, so make it as snappy and enticing as possible. Blurbs longer than 100 words will be edited down to that length. However, please don’t think that you can submit a 500 word essay and we’ll edit it down for you, these 100 words should be you saying why people should play your game, not our interpretation of why we think people should play your game.

3. Contact Details
Name, address and phone number. If you have an email address you are willing to provide, include that as well.

4. Number of Players
Let us know the maximum number of players you can accommodate in your game. Ideally we’d like games that can take 4 – 6 players, but if your game suits more or less, then this is where you let us know.

5. GMs
You will need to include the names and contact details of at least one other person who would be willing to GM your game over the weekend. This is helpful to us if you are suddenly taken ill over the weekend or if your game is over-subscribed and we feel the need to put another table on to accommodate those who really want to play. Note that this is under review but if there is someone else available then please nominate.

6. Preferred Slot
RPGs at Conpulsion are run in Morning, afternoon and evening slots, so please give us your first and second choice preferences for the slots you’d like to run your game in. We can’t guarantee that you’ll get your first choice, but we’ll strive to accommodate people as best we can.

So, once you’ve got all of the above together, you can send it to us by email: conpulsionrpgs[at]googlemail[dot]com

Remember: all of the above should arrive no later than 30th December 2006.
Final scenarios for those games that are accepted should be submitted by 10th February 2007. We regret that we cannot guarantee that game submitted after the deadlines given above will be able to be run at Conpulsion.

Finally, we’d like to thank you in advance for submitting your ideas to Conpulsion. Games are what make the con and your time and effort are greatly appreciated by everyone involved.

Malcolm Craig
RPG Coordinator, Conpulsion 2007


This criteria is subject to change and I will update in the event that it does.

Dave
_________________
Dave
Currently running and playing games at http://www.orcedinburgh.co.uk/
escapistthx
 

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