Behind the Scenes: A Look into Event Holding
Event: Good Old Fashioned Entrepreneurial Recovery (The
Dragon’s Den)
Date: Sunday, June 28, 2015.
Subject: Event Design, The beginning (Article 1 of 3)
Date: Sunday, June 28, 2015.
Subject: Event Design, The beginning (Article 1 of 3)
The purpose of this series of articles is to be a “look
behind the curtain” of Eventholding. The
hope is to help show people what it takes to pull off an event, but also to
give insight into the way we all approach and execute events. In my case, there has been interest in what
we did to make G.O.F.E.R. work as well as it did, and so the Felwood will be
putting together some helpful articles.
As a warning, if you like magic tricks and don’t want to know how they
are done, then in a similar vein, you may not wish to read these articles. But if you are looking to throw events and
see how other people put them together, then read on!
Phase 1: the origin.
So this all started off with my PC having “too much
gold”. Well, not really, but it is a
good place to start. In March of 2015, I
posted to the Realms Facebook Site that within a 3 month period, my PC, Master
Sir Therian of the Felwood, had acquired through work and through gambling,
over 1500 gold. Keep in mind that at my
shop, half of what I take in is given as monster drops. So actually I made much more than that. Then there was a 500 gold bet on one hand of
blackjack. Anyway, one of the mechanics
of our game I work on is helping/ making money flow. I have paid to garb newbies. I have bought in- game Horses for individuals
and groups of people. I have donated
gold and green money to various Realms related projects. I purchase items from other artisans in the
Realms as much as I can. I have given
thousands over the past few years to monster drops. Or, in short, I am generous. Because the money should flow (for many years
in the Realms, money tended to be stagnant.
You got some, but it seemed rare and there were not a lot of places you
could spend it. But that really is
another, much longer story). And so,
here I am, with a ton of IC cash, wondering how I should spend it. Putting hits out on other PCs, while was a
tempting idea, was not the style of my existing PC. And
just going to events and passing out cash didn’t seem right either.
So why not throw an event?
Throw an event to make cash flow.
I talked to my fellow countrypeople in Felwood and the idea grew. Why not design an event to re-distribute as
much stuff as possible, both in IC goods and in artisan items, magic items,
etc. We would go out and ask for
donations, see what we could do to get gold into the hands of as many players
as possible.
And what better way to do that than to have a Dragon Horde.
Last year, I started a mini plot around a baby Dragon. The idea was to help out a friend who because
of medical issues could no longer really fight, but wanted more than anything
to continue to play in the Realms. Well,
I owned a dragon puppet. She liked puppets. So the idea was born. And this new idea, of having a true horde of
stuff to give out, played right into these plans.
So the basic plot of the event was born. PCs, at the behest of the baby Dragon, would
clear out an existing Dragon Nest, luring PCs with the promises of gold and
treasures. Sounds easy. What could go wrong?
Phase 2: designing the event around the place you are holding it.
Phase 2: designing the event around the place you are holding it.
But before any real design in any real detail could be done,
we needed to have a place to hold the event.
At the time, we were unsure what Dungeon pieces were available, how
elaborate a setup we could make, what kind of setup time we were allowed….
There are a lot of things to consider with designing a dungeon. Initially and
realistically, we did not know what kind of draw this type of questing would
have. The Event schedule these days is
tight: lots of events up on the board.
So we would not only need to find a place, but one that was available at
a time other people are not throwing events.
On top of this, the focus is LOOT, so we wanted to make sure the budget
for the event went into both content and material items. In the end, the best option we had available
was a Sunday, using Riley Commons.
OK. Riley Commons,
has some historic issues as an event site.
We, as an energetic team, want to throw the BEST EPIC EVENT POSSIBLE
(because, hey… EPIC). So we now need, as
a team, to define our goals:
1.)
Re- distribute gold (preferably give greater
chances to newer players, if possible).
2.)
Have a High amount of items that could be found/
taken away from the event.
3.)
Throw a High Immersion event to make people
forget about the Real World for a While.
4.)
Not loose money in the process.
The major advantage for Riley is that we traditionally do
not have to rent the space, or if we do the cost is minimal. Considering we were not expecting a high turn
out, this means we can focus on content and design rather than sinking most of
our cost into the site.
However. Based on the many past complaints of using Riley
Commons, we needed to address the following known concerns.
1.)
Small space means a small event (30 person cap,
or it becomes a fire hazard/ too crowded).
2.)
Small event cap means small budget. If we increase the fee too much, we may not
even make cap.
3.)
“Loading Time”
Since Riley is one room with essentially two side rooms, usually a
dungeon crawl in this space was limited to
them interacting with the room, then going somewhere while the next room
is built. This creates a lot of down
time, boredom and thus unhappy PCs.
4.)
No time for NPCs to get food or drink. Usually NPCs not only fight, but also set up
the dungeon space. The result is 8-12
hours of work with little to no food.
For someone like me, who is a diabetic, many events become health issues
quickly.
5.)
Challenge.
Even in a group of 30, many players would get bored. The backline people would not feel engaged,
or once the fighting was over, the “thinky”/ puzzle and RP lovers would take
over, and the fighters would get bored.
As the saying goes in Felwood:
Silence is the enemy. And in this
case, Boredom equals lack of engagement equals silence.
6.)
SUNDAY QUESTS: in general are poorly
attended. So we are asking people to
show up on a difficult questing day to a place that historically has a lot of
issues as a place to hold and Event.
What we decided to do for this space was to re- think how to
use it. Go back to an earlier style of
questing and apply it to this space.
What I am referring to is the Linear Night quest. We would run groups of people at various
times. What this allows us to do is to
still not charge a lot, make the groups smaller so the space does not feel so
crowded, but running multiple groups through, but increase the budget. As it was, the Dragon itself to design and
build would run at least $150 (it ran higher) and that would severely limit what
we could do other than throw a big monster at the PCs. By running multiple groups, we now had a more
comfortable budget to run the event.
And that is partially where the “Good, Old Fashioned” comes from. “Gofer” really was the first title, as in “Go fer gold”, “Go fer stuff”, “Go fer Knifler Pins”, etc, since I wanted to have people come and relieve me of my coffers.
And that is partially where the “Good, Old Fashioned” comes from. “Gofer” really was the first title, as in “Go fer gold”, “Go fer stuff”, “Go fer Knifler Pins”, etc, since I wanted to have people come and relieve me of my coffers.
The advantage to running multiple groups is that we could
also run smaller groups. Smaller groups
eliminates the cramped feeling Riley can have some times. It also means the ratio of PCs to NPCs can go down (from previous
discussions, a 2 to 1 ratio allows for people to be engaged on a quest. If you can get more NPCs, bring it to even a
1 to 1 ratio, then everyone is engaged.)
But the Linear Quest has its own set of challenges:
1.)
Story line.
Throwing multiple groups at a Linear Quest means different content. If we throw the same content, then part of
the immersion factor is gone. Why would
multiple groups encounter the same thing?
From within the game, this makes no sense.
2.)
Stuff. In
general, Linear quests did not always have extra stuff for each subsequent
group. So that means either no items are
obtained on the quest, or later groups got the things the first groups couldn’t
find. Conversely, if the Magic Item for
the quest was found early on, it means all the other quests would not.
3.)
Time. The
group ahead of you takes too long, so all quests get pushed back. Suddenly your
10pm quest is being thrown at 2am.
And finally, there are the general issues from just throwing
an event.
1.)
We said there would be gold. A lot of the time when this is announced,
many people claim they didn’t see much at all.
2.)
We need to justify the cost. In this case, we are asking people to pay in
advance to drive a long distance for a shorter than usual time. Many times, people say they do not see where
the money for an event goes. People want
to not only have a good time, but to feel what they paid is worth the time they
had.
3.)
We need to make sure there is enough challenge
for the skill set of every group.
4.)
We need to make sure the people who are NPCing
also feel engaged and looked after. And
that means, food, rest and dynamic characters and goals, as much as
possible.
So those were the challenges we had to face. …Why were we doing this again?
Next Article: The
Event Process: Planning, Design,
Advertising, Recruiting.