09.15.08

Flat One-shot games

Posted in General RPG at by mountzionryan

Ran another flat one-shot this weekend.

If there is going to be an absence at the game table our group plays a one-shot (one-off, one-nighter, what do you call it?). This week I ran a WFRP game. I created two third career characters (A Witch hunter and a Master thief) and intended this to be an ass-kicking, heavy metal, blood spattered, festival of bad-assery.

I failed.

Perhaps failure is too strong a word. It fell flat. And this is the second one-shot I’ve had fall flat recently. So I must ask, Why?

The other game was a Savage Worlds generic fantasy game of rescue the innocents/kill the evil. I go for simple plots for one-nighters.

At this point you may ask, “Have you ever run a successful one-nighter?” Yes, I have. Lacuna, Gonzo Pulp, All For Me Grog, Victorian SciFi, Deadlands: Reloaded, Necropolis.
[Note: All For Me Grog is a rules-light Pirate game I am designing.]

Success!
What constitutes a successful one-shot? Firstly, fun. That’s why I don’t chalk up my recent games as failures. We had fun. Secondly, you complete the adventure. It’s a one-shot. You probably won’t come back to these characters and this story. If I don’t finish the adventure, I don’t consider it a success. That’s it. Two criteria for a successful one-shot.

Analysis
What have my flat games had in common? (If there are others I am not remembering, I hope my group will remind me).

  1. Fantasy. Both the WFRP and the Savage Worlds games were fantasy.
  2. Power Level. Both games featured characters that were relatively high powered. Heroic Rank in the SW game and completed 3rd career in the WFRP game.
  3. System: I would put SW and WFRP as neighbors on the Crunch scale. WFRP is slightly more crunchy, but SW requires the players to shift mind-set if it’s not the regular game (Raises and shaken/wounds). We have found that both games take a little bit to get back into rule-wise.

    Perhaps more importantly for one-nighters, crunchier systems mean that combats are going to take up more time. If the combat takes considerably longer than expected, as in the Fantasy Savage Worlds game, then it can really throw the rest of the night off.

  4. Prep. Both of the games had limited prep. I had broad strokes of what I wanted to happen, but little in the way of specifics. Both involved traveling to the bad-guy’s house, so I had a rough map. I had a few opponents ready. What I didn’t have was a sense of what each scene was and how it connected to subsequent scenes. Instead I had an overall goal for the players and some obstacles for them to face along the way. (This technique has worked quite well for me before)

What have my successful one-shots had in common?

  1. Strong specific setting. Whether it’s Lacuna, Gonzo pulp, or Necropolis, all my successful one-nighters have had a strong setting. Even my generic settings have had been specific. Not just Pulp Action, but Gonzo Pulp action with PCs part of a secret fight-againt-evil society. Not just Victorian Sci Fi, but world hopping , FTL, on a trip from an outer system to an important inner system that was the headquarters of the Britannic Galactic Church.
  2. System. Risus, All For ME Grog, and Lacuna are all light systems. In Lacuna the GM doesn’t roll any dice. But I’ve run 2 Deadlands: Reloaded and 1 Necropolis one-shot for these guys and all were successful. Let me go ahead and disqualify one of the Deadlands games. Although it was one-shot PCs, the plot was tangential to the main plot and we were playing Deadlands as our main game. For the purposes of this analysis, it doesn’t apply. That still leaves 2 one-shots at the upper end of my crunch preference.
  3. Prep. I think this would be a usual suspect in analyzing why one-shot games haven’t worked, but my experience does not support this suspicion. The successful games have varying degrees of prep. One All For Me Grog game all I had was a map of the Cape Fear coast in 1690. For the other Deadlands game I came up with a monster and a location. One the other hand, for the Victorian SciFi I had a map of the ship, a list of passenger and crew, and a order of events.
  4. Prep vs. Crunch? There doesn’t seem to be a strong correspondence. The games with the most prep have been both light (Risus, All for Me Grog) and crunchier (Necropolis) and likewise with low prep games (Lacuna, Risus, All For me Grog, and Deadlands). I would note that of the crunchier one-shots (Necropolis, Deadlands, Savage World Fantasy, WFRP) only one has been low-prep and successful.

Conclusions.

 

Prep

System
PC Experience
Game
Light
Heavy
Light
Crunchy
Low
Med
High
All For Me Grog 1
X
X
X
All For Me Grog 2
X
X
X
All For Me Grog 3
X
X
X
Deadlands
X
X
X
Lacuna
X
X
X
Necropolis
X
X
X
Risus Pulp
X
X
X
Risus Victorian SciFi
X
X
X
SavageWorlds Fantasy (flat)
X
X
X
WFRP (flat)
X
X
X
Totals
6
4
6
4
5
3
2
Flat Games
2
0
0
2
0
0
2
Sucessful Games
4
4
6
2
5
3
0

*crunchy is relative. In this case I mean Savage Worlds and WFRP.

Looks like I should run one-shots using light systems with low to mid experienced characters. Prep is a wash as far as successful games and a non factor is when I adjust for the crunch and PC level of flat games.

Final Thoughts
As a GM self-assesment is a good tool to improve. While I really like running and playing WFRP and Savage Worlds, I will stick to light systems when running one-shots. With only two flat games to analyze, I will reexamine this next time I have a flat game and see how the numbers change.

If you GM, take some time to analyze why some sessions are better than others. It may highlight issues or themes you wouldn’t have otherwise thought of.

09.13.08

Thoughts on a Christian RPG

Posted in Christian RPG at by mountzionryan

Thanks to this thread at RPG.net I’ve been thinking about what my Christian RPG would look like.

Here’s my thoughts from the thread:

It strikes me that the difficulty I’m having with most of these is that they all seem combat-centric. And while there are many former soldiers among the Saints, their combat expertise or killz is not why there are considered Saints.

As for me and mine, I really think a forgey, story-game, indie-narrativist-hipppie game is the way to go with this.

I wonder if trying to tackle this within the traditional Fantasy framework isn’t where so many of these games fail. Heartbreaker and all that. My own inclination is to go for something more historical and limited in scope. Say the Diocletian Persecutions or 11th century Russia.
Or how about a game called Hagiography. Take the common elements of hagiography…wheels tunring, watch out for the smoke coming from my ears.

For my own I don’t think playing Crusaders expected to behave according to Christian virtues (a la Pendragon) still doesn’t get at what I want to do. That’s not a value judgement, just a preference.

Let me use an example:
I love Lacuna. It is as perfect a match of mechanics and theme as I know of. The mechanics directly reinforce “What The Game is About” tm. I have a friend that loves the setting of Lacuna (check out Graham’s review) but is planning on playing it with WoD.

That’s totally his perogative, but he’ll be missing a big chunk of what makes Lacuna so special, those mechanics that reinforce theme. Heck his way it becomes a Matrix knockoff.

Put another way, I want a Christian RPG instead of an RPG with Christian parts.
Another example. In Weapons of The Gods, characters are rewarded for behaving according to Confucian Virtues. Does this make it a Confucian game? No. It is just a nice way to mechanically reinforce the setting.

I want to design a game that stakes out a Christian Theme and then every mechanic reinforces that theme. I don’t know that any other approach would satisfy me

One thing that keeps coming back to me is the theme of subverting worldly values, first shall be last, whatever you do to the least of these, turn the other cheek, feed your enemy, love your enemy…

So here is what I have brainstormed so far:
“He, indeed, assumed humanity that we might become God. He manifested Himself by means of a body in order that we might perceive the Mind of the unseen Father. He endured shame from men that we might inherit immortality.” St. Athanasius, On the Incarnation, 54
Theosis
Acquisition of the Holy Spirit

A common thread in the lives of saints is that as they increase in theosis, their worldly troubles increases.

System Thoughts
A character has 3 “stats” rated 1-3 and are spent to effect the scene. They can be replenished from a pool. How is the pool filled?

As the character increases in theosis, they become less effective at changing the outcome of a scene, however, they increase in immunity to the outcome of a scene.

It’s a start.

09.10.08

Sit down and write

Posted in All For Me Grog at by mountzionryan

Perhaps the hardest thing, I’m finding, is to just sit down and write. I have a kind of SRD with bulletized rules and notes, but turning that into, say, the section on “How to do Stuff” is proving difficult. I’ve tried several times and I’m getting closer.

The difficulty lies in that the rules are very simple and the language to describe should be too. Complicated language would only given the wrong impression. So I keep trying to write more directly and simply without using a bunch of jargon. There is also a difficulty in that I want to make AFMG accessible to novice gamers–I want an entry level product–so I need to explain concepts that grognards have already internalized.

Add to the issues above that I am planning/writing a Deadlands 8 session mini campaign, thinking a good ddeal (and making notes) about Dokkodo, and there you have it.

Still, I know I need to just chain myslef to a chair and write some AFMG. Maybe if I get some blackstrap rum in me to set the mood!

09.03.08

Upcoming Samurai Game

Posted in Dokkodo at by mountzionryan

I’ve been reading Samurai Executioner by Kazuo Koike and Goseki Kojima, creators of Lone Wolf and Cub as inspiriation for this game. Much of my inspiration comes from the pens of Messrs. Koike and Kojima

As a working title, I am going to call the game Dokkōdō, after the work by Miyamoto Mushashi.

I want Dokkodo to be a fairly specific game. As All For Me Grog is a Game of Swashbuckling Cinematic Pirates, Dokkodo should be something like, Legendary Chanbara Samurai.
Dokkodo key words/concepts/inspirations:
Players are samurai/bushi.
Players are competent fighters.
Death is swift.
Bushido, popular understanding.
Lone Wolf and Cub
Samurai Executioner
Musashi
Dokkodo
Book of Five Rings
The book of family Traditions on the art of war