The Long And The Short Of It

I’ve recently been in the position to plan (and in one case deliver) one-shots that have stretched the time constraints common to one-shot play. In the first, I ran a game of Vampire: Dark Ages over a full day; in the second, I prepped a 30-45 minute demo game of Hunters of Alexandria, a FATE-based historical fantasy game from D101 games.

The Long Game

A few months ago we hatched the plan for the Vampire game; a two-part, weekend-long game where I would run in the Dark Ages on Saturday and my co-GM would run (with the same PCs) a modern-day Vampire: The Masquerade game on the Sunday. What started as an epic plan led to a fair bit of chin-scratching at the challenges of it; apart from a few terrible experiences as a player in my teens, I had never run or played Vampire. All of my fellow players / GM had a wealth of experience with it. Part of my choice of Dark Ages was that I didn’t need to learn the extensive Camarilla bureaucracy or pretend to know what, for instance, a Primogen was (I still don’t – I think it’s a sort of clan boss or something? I smiled and nodded when it came up in game).

I began by reading my source book (the excellent Constantinople by Night) and making a massive R-Map of all the factions at work, and then started working out which bits I should focus on. I’m not sure I gave the authentic Vampire experience with my game, which was a race against time to find the four relics stolen from the Hagia Sofia, but I think they had fun – and it led to a more satisfying conclusion in the modern day as they re-tracked down their enemy.

In terms of what I did differently to a normal one-shot, I just had more stuff and didn’t push as hard. I put in a couple of encounters that weren’t immediately resolved, and basked in the opportunity to call back to them three or four hours later. I couldn’t quite shake my one-shot conditioning, starting the PCs in a prison cell and having them broken out by a mysterious NPC, which in retrospect was probably an unnecessarily hooky hook, but it all calmed down once they had their mission.

What would I do differently? I might, well, prep a bit more. I pulled more of the plot out of thin air than I would have preferred to; I joked at the time that I was running Vampire using Apocalypse World – I had Fronts and Countdowns for all my factions, and tried to bat through whatever choices the PCs made, but a few more ‘scripted’ encounters could have set up a more satisfying conclusion. I’d do it again, though, and am even now planning some shorter con games of Vampire (again probably Dark Ages so there’s more sword-fights with witch-hunters and fewer cocktail parties).

The Short Game

I spent last weekend at UK Games Expo, working on the D101 Games stall; we had space for demo games, so I prepped one for the FATE-based Hunters of Alexandria (HoA), a monster-hunters historical fantasy game. This was much easier prep. I didn’t actually get to run the demo, and am trying to work out when I will, but it was a blast to prep and I’m looking forward to when that opportunity arises.

I took a 3-scene approach and used the pregens in the book – they come with a range of skills, and some character portraits that looked grabby. There’s a skill check / overcome task to research some murders, a chase, and then a showdown. I’d be confident I can run it with in 45 minutes for up to 3 players; shorter for fewer, and that it gives a good overview of the FATE system. I’d post it here but there’s still a chance it might see the light of day in publication, so watch this space.

I found prepping the shorter game much easier, and I’m tempted to try it for a few more games in advance for conventions etc (aren’t there some Games on Demand things offering similar short offerings? Interested in these) as I think it can be a good taster for games.

Have you run, or played, in a particularly long or short one-shot? What was your experience?

Review: Fate Worlds – The Three Rocketeers

In a sentence: Musketeers in space. Or in space, powered by SCIENCE!! Rocket packs, force swords, and outrageous accents unite in P K Sullivan’s Fate setting The Three Rocketeers (TTR), available here in .pdf and also gathered in the Worlds Take Flight print supplement. It also manages to hack Fate to do away with Skills entirely, and create something with about the complexity of Fate Accelerated (FAE), and in some ways cleaner. It’s not quite as lovably gonzo as Masters of Umdaar, but it comes close.

The Fluff

Musketeers in space! That is pretty much all you need to know. France, Britain, The Holy Roman Emperor, and Spain are planets instead of countries, but everyone behaves pretty much like they did in 1625 in Dumas’ Three Musketeers. The PCs are Rocketeers, guarding Queen Marie-Helene of Gallia (France), and carry rocket packs and force blades (which are often based on 17th century fencing designs). They do exactly what the musketeers do, but in space. There’s minimal setting information, but definitely enough; it’s handwavey space opera where economics and long-term consequences of space travel are not things to worry ourselves about.

Oh, and the Holy Roman Empire has a Star-Pope, of course. And a Simian Guard of Cyber-Apes. Who carry force halberds. It’s great, or awful, depending on your tastes, that it is literally the plot and conceit of The Three Musketeers in Space (FYI, I think it’s great).

The Crunch

There are two big rules hacks in this Fate World; the first is Aspect-only play. PCs in TTR don’t have skills, instead picking 6 guided Aspects. Each action, they decide how many of these are relevant to the action, and get +1 per Aspect (+2 for their Rocketeer aspect, because, well, musketeers in space). They can roll against a fixed opposition, or against NPCs who are dealt with just as in FAE – which saves the GM having to add up modifiers or worry how many Aspects are relevant. These Aspects can also be invoked as normally in Fate for rerolls or bonuses.

I like the idea, and I’m surprised it’s restricted to just this setting – I can see it working for any high-pulp Fate game of derring-do. It’s going to lead to some stretchy definitions unless your players are good at self-regulating, but it’s not as if FAE doesn’t require that as well; I think on balance I probably prefer it to FAE’s loose Approaches style.

The second one is Conspiracies – the GM stats up their opposition as if it were a FATE character, allocating a Skill pyramid to Conspiracy-ish approaches like Secrecy and Influence. These then provide static opposition as the PCs try to uncover the Conspiracy, and the GM can also spend a Fate point to use a Conspiracy Approach instead of an NPCs ability.

It’s a really clear explanation of the FATE Fractal that is high on concept but light on concrete examples, and it’s followed in the starter adventure included. I will definitely use this as a reference for other settings and games – but more on that later.

The One-Shot

You might have gathered by now that this is a setting that lends itself to a one-shot well; I can’t really imagine running it for longer without players starting to think about, well, space travel, or the interstellar economy, or why the Star-Pope is guarded by uplifted gorillas.

The starting adventure captures the feel of the game nicely – it’s a 3-act conspiracy where they first discover (and are evaded by) a lieutenant of the conspiracy, then infiltrate a palace to confront them, before learning of the real threat and having a massive showdown with them.

I think there might be a touch too much content even for a 4-5 hour session, so if running it I’d be prepared to narrate or montage some of the middle scenes to allow for the structure to stay as tight and epic as it is. It’s as railed as it needs to be to hew to the plot structure, but you need that many rails for a one-shot, and there’s a few investigative bits to break up the action.

But, what I can’t help but think is that it would be too easy to take out the space stuff and run a ‘straight’ 17th-century musketeers game full of pulpy action. Or, to use a more familiar reference (to me at least), a Dogtanian and the Three Muskehounds adventure.

I should add, if you want a good taste of the setting, system, and gonzo-potential of the setting, I would recommend checking out the One Shot podcast where they play this setting, run by P K Sullivan. I’m usually no fan of listening to Actual Play – it’s a poor substitute for, well, actually playing, but this is something else.

Review: Fate Worlds – Masters of Umdaar

In a sentence: There are Lazer-Wolves in the sample adventure.

This tells you all you need to know, and it’s not a bad thing. Lazer-Wolves. With a “z,” like you came up with them before you knew how to spell “laser”.

The Fate Worlds of Adventure supplements are some of my favourite resources to turn to for one-shot planning; they each present a setting, rich in adventure and possibilities, with Fate rules guidelines (always including some variant rules for the setting), and a starter adventure. There’s a lot of them out there, so I’m going to be posting some snapshot reviews of them – they’re all really good one-shot fodder, but there’s rather a lot of them and so it can be tricky to get your head around what they are good for.

Masters of Umdaar is available from RPGNow as Pay-What-You-Want for the .pdf; if you want it in print, it’s also part of the “Worlds Rise Up” Fate Worlds collection, along with three other Worlds of Adventure.

The Fluff – Archaeonauts Assemble!

Masters of Umdaar (MOU) presents a science fantasy world where tyrannical Masters rule a fantasy world; you play the brilliantly-named Archaeonauts, hunting down lost technologies to try and defeat the Masters and restore freedom to the land.

In tone and style, at least to someone of my age and cultural origin, this reads and plays like a more-gonzo He Man and the Masters of the Universe game – PCs will be one of 15 bioforms including Mutabeasts, Chimeras, and the relatively mainstream Amazons and Mutants, and are certain to be employing a mixture of magic, technology, and anything else that can be easily handwaved. The setting and sample adventure are unashamedly gonzo; the adventure includes Lazer-Wolves, only a slight shift from the flying laser-eyed bears of the lovably bonkers World of Synnibarr RPG.

The Crunch – Cliffhangers and Random Gonzo-ness

MOU uses the Fate Accelerated (FAE) system as its base, but adds some tweaks. Character generation adds an optional random bioform element, random tables for Powers, Weapons and Adaptations (basically Stunts) and gives some suggested “class”-based allocations of Approaches. This, with FAE’s adaptability, comes up with interesting characters and pushes your players (or you, if you’re making pregens for a one-shot) towards embracing the gonzo in your game.

It also includes a new type of Scene, the Cliffhanger, which is an absolutely excellent way to model deathtraps / skill challenges / just about any extended scene in FAE. By allocating which Approaches will be most succesful, it allows flexibility for players to choose how to solve problems while still allowing the GM to be prepared for the scene to work. Even if the thought of laser-tailed canines leaves you rolling your eyes, if you have any intention of running a high adventure FAE game, this supplement is worth buying for these rules.

The One-Shot – Like Wolves, but with Lasers, sorry, Lazers

It’s the ideal setting for a one-shot; the Saturday morning cartoon feel means the tropes and high-pulp action are easy to get into, and the laughably simple premise points the players directly at whatever adventure goals you have planned. While the character generation rules are fun, I’d still provide pregens for this game though – even with the random rolls, Fate is most fun when you’re playing, and the stunts and aspects add a bit of crunch that will slow the game down to the speed of the most leisurely player when you really should have your PCs fighting mutants and hanging from metaphorical cliffs.

Having run the sample adventure as written as a one-shot, I’d recommend it with one caveat – it is quite quickly over. There’s a social Challenge scene, a fight, a Cliffhanger, and a big fight at the end – but the implied pace of the encounters is unlikely to give your players much pause for thought. If you want to fill a slot with it, while you could add more sections to the plot, I would be tempted to tack on a follow-up adventure to find another Starblade of Su’ul (honestly…) and weave this into the original plot.

Have you had any experience of running or playing in MOU as a one-shot? Or looked at importing Cliffhangers into a more vanilla FAE game?