This weekend I’ve handed you a complete kit for running a convention game with ANY old-school style D&D rules on the fly, with zero preparation (Original, Holmes, Moldvay, BECMI, 1e, or 2e… anything pre-y2k).
Part 1 is operational advice:
Part 2, the characters (a sample set with ancillary reference materials)
Part 3, a simple generic dungeon layout suitable for a 4-hr game, with both starting Players’ Map and the Game Master’s master guide
Now you’re out of excuses. Get out there and run a game!
Empower players, don’t try to control them.
Act like a pro and they’ll accept you as one. It’s about attitude more than skills.
Admit your errors when they happen, apply fixes. Be human, not a robot.
You’re part of the game too. Have some fun.
You can DO this!