I've run games at the Enfilade convention 2 years now.
In addition to the above advice, here are some things I've learned:
1. Get rid of the boom card unless you are going to allow shot down players to bring in a new plane. There's nothing more discouraging for a player to commit to a 4 hour time slot then get put out of the game 5 minutes in.
I generally don't have collisions for the same reason.
2. make your senario scalable. I've never had a game where the number of players who want to play equals the number of players I planned on.
3. I use only the rules that come with the game and no house rules. Some of your players will have played before, others not. It gets confusing to explain changes you've made to both those who know what's going on and those who don't.
BTW: I've always used altitude rules and never had a problem with people catching on. One of the great things about
WoW is after a few turns even the new players will be pretty much running things on their own.
4. Keep the 1st senario simple. A straight fight between scouts is best. If you can attract them back again for another game, then throw in balloon busting or a bombing mission. Note than
WoW games can play fast so you might end up running 2 games in a 4 hour time slot.
5. Relax and after the 1st turn or 2 let the players run things on their own with minimal input from you. Often gamers would rather make their own mistakes than get a lot of coaching. (this was a hard one for me to learn).
There's likely many other things, but
WoW is an excellent convention game; easy to learn, fast paced and you'll seldom have any problem getting a game done in 4 hours. So have fun.
Pooh
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