Dark Okie wrote:I have done this once, and I will be again in a couple of weeks.
What are some things you look forward to in a con game?
First and foremost, FUN!!!!

OK, that is obvious...
- A large enough selection of pre-gen's to allow everyone to get a character that they will enjoy playing with
A cool background to set the stage
A mix of combat encounter difficulty levels
A puzzle/riddle or two to figure out
Meeting new friends
What are some of your pet peeves?
- A GM that is not prepared
A GM that is not on time, this extends to players, if you aren't there on time, and the game starts, your bad!
Trying to push a story, instead of letting one develop
A 20 minute introductory speech
GM or Players acting as rules-nazis
Please share some of your good or bad experiences.
To go off of the first two of my pet peeves above, a few years ago at the D&D Open, it was obvious the GM did not read the module, nor had he prepared by detaching the geomorphs (sp?) from the card sprue. We were unable to finish the last room (and that turned out to be a difference maker in advancing or not) because we ran out of time. We lost 10 minutes since he was late (and hung over), it was the first session of the day, another 10 minutes to him unpacking, probably 30-45 minutes for him to read the intro for each room, then pause to read the rest of the description and punch out the required elements for the room itself. Needless to say, we complained at the RPGA HQ and were basically told, "Sorry, don't book the first session next year." Heh, right, there has been no next year ever since.
To go along with running late, I was in a game where a player got there 30 minutes after the start, his slot was filled with another player that had generic tickets. The late comer was mad that he could not get in the game, and went to talk to the coordinators at the hotel. We never saw him again, but it chewed up about 15 minutes of time. Later I found out he did complain, and was told the GM was in the right in offering the slot to someone else to insure he had the proper number of players
If a Troll Lord is reading this, is their a module that you would suggest?
I thought I would comment, not on TLG modules, but two 1st Ed. modules that can be easily converted for C&C. The TSR "A" series, the Slavers series, is great convention fodder, especially if you want to run a tournament as it has four interconnected parts. Otherwise A1 "Slave Pits of the Undercity" or A3 "Assault on the Aerie of the Slave Lords" would be my recommendations.
If you wanted to try something different, wild and out there, and you can get your hands on it, "The Mansion of Mad Professor Ludlow", Dragon #42, but, this is a module in modern days with the players as boy scouts (if I remember correctly 1st level fighter equivalent) that are drawn to the mansion while on a camp-out by the screams of a lady... (OK I did say it was something different)
For that matter, if you wanted to run a low-level module U1 "The Sinister Secret of Saltmarsh" is prime candy, as is L1 "The Isle of Lendore".
Higher level, any of the Giants "G", Drow "D", or special "S" modules are great. Though the S series tend to be deadly!
Delving into the BECMI realm, X1 "The Isle of Dread" is an all time classic that would be a great Con module.
What level should the adventure be? I was thinking fourth to fifth level.
I like the 4th-7th range, it gives you a character that has a decent amount of capability, without bogging the players down in a million choices for something they are not intimately familiar with.