The Bourne Game (Brainstorming)

Stormonu

NeoGrognard
Just got off watching the Bourne trilogy; a damn good set of movies :)

So, inspiration strikes. RPGs tend to focus on group stories, with multiple PCs and one GM. It's pretty much been the structure since ... forever. However, it leaves out one of the great Hollywood staples of storytelling - the lone hero against impossible odds. Unless you're playing solo, the story of the lone hero just really can't be done with RPGs.

With that in mind, I'm brainstorming to put together ideas for a "one hero" RPG game, with a system that allows the players to interact in the story of a lone hero (or perhaps villain?) and is playable, enjoyable and doesn't leave a group bored to tears waiting for their turn.

Initially, there will need to be the creation of the "Lone hero". I imagine this will be a collaborative effort between the GM and the players (no idea on mechanics - yet, but need something where each person can build some portion of the hero that will see use in the game). The hero, being primarily alone, would have to be tough. Perhaps include options to augment him/her with lesser sidekicks - such sidekicks would provide the Lone Hero ways of doing things beyond their abilities but would not be powerful enough to stand by themselves (characters like Marie Kruetz or Nicky Parsons).

Next, the Situation will need to be set up. I imagine this will primarily be the job of the GM, with input from the players of what kind of story they want to see. I'm imagining a system where the GM buys "plot points" in the story - a gunfight, an investigation, action sequence, love scene, etc.

Actual play will alternate with the players taking control of the hero in scenes requiring investigation, social interaction and the like. Probably a basic round-robin-pass-the-character sequence. As player perform certain actions that move the story forward, they earn "plot points" that they can use to interrupt another player's "turn" or somehow influence the scene.

When an action scene breaks out, the GM takes control of the "Lone Hero" or a player can use plot points to run the "Lone Hero". Everyone else runs the supporting cast - the foes opposing the "Lone Hero". If something goes wrong in the action scene for the "Lone Hero", the GM has the option of exposing more story to reduce, nullify or reverse the setback and push the story forward.

For example, let's say our hero Jason Bourne, is in a firefight with corrupt CIA agents in their local headquarters. It's after hours and the three gunmen and Jason are alone on the floor. As the GM has Jason dash between the cover of two desks, the players unleash their held actions. Two of the agents miss, but one strikes Jason with a shot. The damage die shows that this would reduce Jason to 0 hp, and end the story pretty badly. Instead, the GM declares that rather than taking Jason out, it simply wings him - he makes it to new cover and collapses back behind the desk. He further narrates that as the agents move to flank Jason in his new position, the pain from the shot revives one of Jason's memories, sending him into a flashback. Images of a CIA director flash through his mind as the man hands him a dossier of a grim-faced man. The deep, cracked voice of the director speaks "You've done these others missions for our country Bourne. This one - this one is for you". Bouyed by the reveal, Jason not only takes no real damage from the gun shot, but actually gains a "healing surge" to help him complete the scene. The GM continues to narrate that Bourne is suddenly shocked out of his fugue by one of the agents heels as it crushes fragments from the chewed up furniture, and the scene continues.

As I've stated, this is still in the brainstorming phase. I could see it working for stories like the Bourne movies, the Diehard movies, Indiana Jones and many, many more stories. Is this something that sounds interesting? Something worth trying to flesh out further?
 

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Having only one character that is controlled by multiple players is very, very intriguing, but I really feel like it would be incredibly difficult to pull off and not have the character act like he has multiple personalities thanks to the efforts of multiple players.

Smallville changed many people's perception of PvP style mechanics in a game, so you might want to take a few queues from it, in theory. Also, Leverage might help with the ideas of a specialist who can potentially solve any situation. I swear I'm not an employee of MWP!

Oddly, another source to consider would be Wraith: The Oblivion and it's Shadow Player's Guide supplement. These show how to do PvP very well, but on an "internal" level, which you may very well want for a Bourne style game. Although we all know Bourne's the good guy, we still see the struggle at times of his (potential?) older self coming through and being more of a hardboiled killer, as opposed to a do-gooder who's just backed into a corner, fighting for his life.

Those books may help with the theory, but the execution has to got to be very clear in who has power when and why, and how to resolve conflicting ideas of "what's the best action to take." You could end up with too heavy a hand from the GM's side, or you might end up with the aforementioned multiple personality disorder of the main character because too many cooks spoil the stew (so to speak).
 

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