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Your best "one shot" experience.
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<blockquote data-quote="Erratic K" data-source="post: 1161703" data-attributes="member: 14360"><p>As a player:</p><p></p><p>probably a D6 type game (super rules light), that a friend ran. It was loosely cyberpunk (set in just in the future- kind of like some of William Gibson's books). No magic, but some tech we don't have yet. It was great. Two great characters (we only had two players and a GM that time), a crazy plot and we came out on top- partially due to fortunate rolling and partially due to crazy actions that were plot affecting. It was a crazy combination of action, comedy and plot advancement- with crazy dice rolling.</p><p></p><p>We revisited the characters remade with different rules years later- it was not the same. Do not revisit flawless one-shots.</p><p></p><p>As a GM: </p><p>I'm not sure. A couple convention one shots have been good. The best con experience was running Speaker in Dreams once for a fantastic group. The group made the difference. Roleplaying and combat, they were great. They were really involved and made the module their own plot-wise. I guess they were active and interested in participating with the plot and that made the difference.</p><p></p><p>The other time that sticks out is pretty much any Feng Shui adventure that I have run. I play the CCG Shadowfist (which is related) sometimes, so I just pull a deck and made it into a scenario. After sketching it out on paper and making some notes, I made some character sheets (the players sometimes make their own). The players love it- Feng Shui is kinda fast and loose and cinematic and it was pretty cool as a one shot. We've never done campaigns- nobody cares for advancement when they are a movie hero (essentially).</p><p></p><p>I also recommend Mutants and Masternids as a one shot... superfun. Basically for one shots I've enjoyed Feng Shui, D&D (especially with hand out characters), Mutants and Masterminds, Dark Matter (and the D20 CoC, never played the older version).... and almost anybodies rules light crazy system.</p><p></p><p>-E</p></blockquote><p></p>
[QUOTE="Erratic K, post: 1161703, member: 14360"] As a player: probably a D6 type game (super rules light), that a friend ran. It was loosely cyberpunk (set in just in the future- kind of like some of William Gibson's books). No magic, but some tech we don't have yet. It was great. Two great characters (we only had two players and a GM that time), a crazy plot and we came out on top- partially due to fortunate rolling and partially due to crazy actions that were plot affecting. It was a crazy combination of action, comedy and plot advancement- with crazy dice rolling. We revisited the characters remade with different rules years later- it was not the same. Do not revisit flawless one-shots. As a GM: I'm not sure. A couple convention one shots have been good. The best con experience was running Speaker in Dreams once for a fantastic group. The group made the difference. Roleplaying and combat, they were great. They were really involved and made the module their own plot-wise. I guess they were active and interested in participating with the plot and that made the difference. The other time that sticks out is pretty much any Feng Shui adventure that I have run. I play the CCG Shadowfist (which is related) sometimes, so I just pull a deck and made it into a scenario. After sketching it out on paper and making some notes, I made some character sheets (the players sometimes make their own). The players love it- Feng Shui is kinda fast and loose and cinematic and it was pretty cool as a one shot. We've never done campaigns- nobody cares for advancement when they are a movie hero (essentially). I also recommend Mutants and Masternids as a one shot... superfun. Basically for one shots I've enjoyed Feng Shui, D&D (especially with hand out characters), Mutants and Masterminds, Dark Matter (and the D20 CoC, never played the older version).... and almost anybodies rules light crazy system. -E [/QUOTE]
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