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What is your favorite zero-prep game for ongoing campaigns.
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<blockquote data-quote="BookTenTiger" data-source="post: 8800089" data-attributes="member: 6685541"><p>Right now it's Ironlands! It's a great zero-prep game for a smaller group (I'd say 4 players max, one of them being the GM, though it's GM-optional). What makes it a great zero-prep system is that it has multiple "oracle tables" that you roll on to generate places, consequences, NPCs, plot hooks, and even enemy actions. There's also a system of "swearing an iron vow" that commits your character to resolving an adventure hook. Sometimes a consequence to an action is to take a new vow. This means that a single adventure can create hooks for following adventures!</p><p></p><p>I've run a few sessions now for a group of two players. In the first sessions we created the setting (through prompts provided by the game) and characters (took about 10 minutes), generated a starting vow, and played through about half an adventure. The first mission was pretty simple: rescue a helpful NPC in a distant location.</p><p></p><p>But as the players rolled, some consequences introduced new plot hooks and iron vows. For example, when attempting to establish a bond with an NPC, one character had to swear an iron vow to convince their own faction to join in with a broader conspiracy. Another character received a vision that if they sacrifice an enemy in the name of the Varou (wolf people), they will gain powers.</p><p></p><p>All these storylines were generated during the session. The only prep I did was to create a Roll20 game (there's great support for Ironlands on Roll20).</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8800089, member: 6685541"] Right now it's Ironlands! It's a great zero-prep game for a smaller group (I'd say 4 players max, one of them being the GM, though it's GM-optional). What makes it a great zero-prep system is that it has multiple "oracle tables" that you roll on to generate places, consequences, NPCs, plot hooks, and even enemy actions. There's also a system of "swearing an iron vow" that commits your character to resolving an adventure hook. Sometimes a consequence to an action is to take a new vow. This means that a single adventure can create hooks for following adventures! I've run a few sessions now for a group of two players. In the first sessions we created the setting (through prompts provided by the game) and characters (took about 10 minutes), generated a starting vow, and played through about half an adventure. The first mission was pretty simple: rescue a helpful NPC in a distant location. But as the players rolled, some consequences introduced new plot hooks and iron vows. For example, when attempting to establish a bond with an NPC, one character had to swear an iron vow to convince their own faction to join in with a broader conspiracy. Another character received a vision that if they sacrifice an enemy in the name of the Varou (wolf people), they will gain powers. All these storylines were generated during the session. The only prep I did was to create a Roll20 game (there's great support for Ironlands on Roll20). [/QUOTE]
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Community
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What is your favorite zero-prep game for ongoing campaigns.
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