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A Thought Exercise... Making a One-Shot/"Pickup" RPG
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<blockquote data-quote="Tervin" data-source="post: 4919462" data-attributes="member: 66491"><p>To me, the main thing with a good "one-off" game is not the crunch, it's the fluff. Yes, the system needs to be easy, but what really matters is that the game has a clear idea that is exciting for players to pick up and run with without long preparation.</p><p></p><p>The best one off I ever ran was of the sadly never published Exile game. (The one Mark Rein Hagen tried to offer open beta on, and then had the game die on him...) When we played, the real game rules weren't even spread yet. I had a copy of the game concept, the races, and some archetypes. </p><p></p><p>I told my players this: "You lived in Utopia. The best of all possible worlds. Really you did. For some reason, which it is your job to decide, you were thrown out. Congratulations, you have lost everything you always wanted, and it is probably all your own fault. When the game starts you will be on your exit-ship a long jump away from home. Pick race and archetype and make up a background. Game will start shortly."</p><p></p><p>This ended up being a session that has been talked about for years and years. (I only need to mention the spaceship "Small White Flower" to set certain people off...) Not because of my adventure. Not because of my GM skills and semi improvised rules. But because of the characters and how the players grabbed with a simple concept and ran with it.</p></blockquote><p></p>
[QUOTE="Tervin, post: 4919462, member: 66491"] To me, the main thing with a good "one-off" game is not the crunch, it's the fluff. Yes, the system needs to be easy, but what really matters is that the game has a clear idea that is exciting for players to pick up and run with without long preparation. The best one off I ever ran was of the sadly never published Exile game. (The one Mark Rein Hagen tried to offer open beta on, and then had the game die on him...) When we played, the real game rules weren't even spread yet. I had a copy of the game concept, the races, and some archetypes. I told my players this: "You lived in Utopia. The best of all possible worlds. Really you did. For some reason, which it is your job to decide, you were thrown out. Congratulations, you have lost everything you always wanted, and it is probably all your own fault. When the game starts you will be on your exit-ship a long jump away from home. Pick race and archetype and make up a background. Game will start shortly." This ended up being a session that has been talked about for years and years. (I only need to mention the spaceship "Small White Flower" to set certain people off...) Not because of my adventure. Not because of my GM skills and semi improvised rules. But because of the characters and how the players grabbed with a simple concept and ran with it. [/QUOTE]
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A Thought Exercise... Making a One-Shot/"Pickup" RPG
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