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The Bourne Game (Brainstorming)
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<blockquote data-quote="Stormonu" data-source="post: 5474736" data-attributes="member: 52734"><p>Just got off watching the Bourne trilogy; a damn good set of movies <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p></p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5474736, member: 52734"] 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. 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? [/QUOTE]
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