U-Con was disastrous, because I didn't get the player packets printed before the Con, and the hotel printers in the business center were all out of commission. I didn't schedule any time to make a trip to a FedEx Office. So I had one set of the rules, plus the generic rules for myself, which was enough. The problem was that I had designed the adventure them roll new characters. I budgeted an hour for this task, and it took almost two hours. In a four hour slot. Luckily, there was a two hour break after my game, so a majority of the players stayed and we played through to the next slot.
For Con of the North, I started printing what I needed two weeks earlier than I did for U-Con. Everyone had a packet, and character generation took a little under an hour. I was very pleased, but I noticed that choosing equipment took up almost ten minutes.
This is my solution to that problem, at least for convention games. I'll experiment with this system when I do a face-to-face campaign. These rules apply to Tekumel, but could be in any setting regardless of rule system with a little tweaking.
Convention Equipment Rule
- Weapons the character has skill for,
- A full quiver of arrows (20) or crossbow bolts (30) for any missile weapon skills the character has,
- Armor up to Medium and a shield, if desired,
- Clothing and footwear of a style appropriate to status,
- Backpack, pouch, rations, waterskin, bedmat, blanket, and flint, steel, and tinder,
- A uniform, if a soldier,
- A sorcerer's bag for Magic Users, and
- The tools required of any skills you have, for instance a hammer and chisel for Mason skill, and specifically for these skills:
- A medical bag for Physician and Vet skills,
- A first aid kit for First Aid skill,
- An astrolabe for Navigator skill.