Tabletop RPG Podcast and Roleplaying Resources

Author: Stan Shinn (Page 63 of 111)

Low Prep RPG Games: Part 1

IMG_4814I’m writing a series on ways to run a game with little or no prep.

Published adventures with dozens of pages may take hours to read. Writing your own adventure from scratch can also take a significant time investment. What about when you want to run a game, but have little time to prepare? Let’s first look at some conventional ways: Random Encounters, Adventure Seeds, and One Sheet Adventures.

1. Random Encounters
First up is the venerable use of random encounters. Use encounter tables from your game system or setting of choice to randomly roll up monsters or NPCs. Throw a conflict at the players and come up with motivations and complications on the fly. Works great in exploration games when you’re mapping the wilderness or exploring a city.

2. Adventure Seeds
One sentence adventure seeds are another quick way to kick off an adventure. Start the story with only a sketch of the events in mind. As players speculate about what is really going on or strategize details, craft a story that foils their plans and makes the adventure interesting. Some examples:

  • A village has pooled their money and will pay you to vanquish nearby bloodthirsty tribal raiders.
  • A princess is missing, along with her court wizard rumored to be her abuser (but really her lover).
  • A cult is abducting people to use for in dark sacrifices to an unknown god.
  • Thieves in league with local corrupt officials have arranged to have you framed for their crime.
  • A sinkhole opens up overnight and the local village leader’s child is now missing, taken by a Gnoll shaman to sacrifice to their revered Purple Worm ‘deity’ who created the sinkhole.

A variation of this technique are rumors. Let the players overhear some fragment of truth related to the one sentence adventure. Note that many times rumors are a bit misleading! Drop a red herring as part of the rumor to make things interesting.

Keep a list of adventure seeds handy that can kick of a game and start the momentum for an one-the-fly story.

3. One Sheet Adventures

If you have ten minutes to prepare, a one sheet adventure can serve as an ideal framework. Whether it’s a Classic Traveller 76 Patrons adventures, a Savage Worlds one sheet adventure, or a one page dungeon, any short adventure that is only a page or two long is ideal for busy gamemasters who want a ready-to-run story.

Next up I talk about what I call Ad Lib Adventures.

#LowPrepRPG #RogueComet

Fate Answers

pic2087747_mdAnswers I came up with from my earlier ‘Questions of Fate‘ post.

Question: “What are the results of a success-with-style roll on a skill check vs. passive opposition (e.g. a skill roll that isn’t combat)?” and “What are the results of a success-with-style roll on an opposed roll that isn’t combat?”

Answer: Both of these situations are considered ‘Overcome’ skill rolls. So essentially all skill checks are an ‘Overcome’ action. They have the boost result as described under the Overcome rules.

Question: “How do you handle allied NPCs? Can you use Mob rules or is that only for enemy NPCs?”

Answer: Named important NPCs don’t follow mob rules, nameless cannon fooder NPCs do. The same goes for allies. The leader and lieutenants of a allied gang are named NPCs, the troops of that gang aren’t. They are allied mobs.

If you have an allied mob, avoid to send it against npc’s while you control it. You start die-rolling against yourself which is a pinnacle of boredom. To solve for this, give the allied mob to the players.

Another way to handle this: have mobs and anti-mobs neutralize each other and emit situation aspects. Mobs of Jets and Sharks give the “Melodious Gang War” aspect to the whole battleground. Or think James Bond: all those minions switch from baddies with guns to background noise in Goldfinger, Thunderball etc., when Bond’s own minion army shows up. Remove mobs, add the “Bullet Hell” aspect to a few zones.

Question: “What skills you can use for Defend and how/when you can use something besides Athletics to defend?”

Answer: Athletics is a catch-all skill to roll for defense in a physical conflict, against close-quarters and ranged attacks. You can also use it to defend against characters trying to move past you, if you’re in a position to physically interfere with whoever’s making the attempt.

You use Fight to defend against any other attack or create an advantage attempt made with Fight, as well as pretty much any action where violently interposing yourself could prevent it from happening. You can’t use this skill to defend against Shoot attacks, unless the setting is fantastical enough that you can catch missiles or swat them from the air or use laser swords to deflect blasters.

One example exception is sneak attacks. For example, let’s say you failed a Notice skill check and you’re unaware of an attacker that sneaks up on you from behind. See this Google+ discussion.

The Notice skill specifically says it is for defending against Stealth:

You can use Notice to defend against any uses of Stealth to get the drop on you or ambush you, or to discover that you’re being observed.

Seems like if you want to use Athletics or Physique in this situation wouldn’t that be a Stunt – to allow you a second defensive roll? Something like:

Merely a Flesh Wound: You can defend with Physique when you are ambushed or backstabbed and fail to defend with Notice

Otherwise, seems like you’ve already been hit.

In another comment, a gamer had this recommendation:

I would say either:

A) defend directly with Notice vs the attack roll; or

B) roll Notice first, and then apply the MoF as a penalty to your Athletics roll to dodge; or

C) a succeeded Sneak roll creates an aspect you can tag on your subsequent attack roll. Defender defends as normal.

Option C is closer to “pure” FATE. Option B is closer to traditional RPGs. Option A I would use only if the character’s Notice is lower than their Athletics.

On a related note, Fate Core has an explicit ‘Backstab’ stunt which is as follows:

Backstab. You can use Stealth to make physical attacks, provided your target isn’t already aware of your presence.

Question: “I believe someone said Free Invokes could only give you a +2, not a re-roll. Is that correct?”

Answer: According to p. 70 in Fate Core, all invokes, including free invokes, give you the option for either +2 or a reroll.

Question: “A Star Trek rules specific questions — how should skills work when Extra’s are piloting an enemy ship?”

Answer: Simply give them the skill associated with their rating. A +2 Fair extra pilot would use a +2 skill bonus to the NPC enemy ship piloting rolls.

Stan's Favorite Systems Compared

I’ve played and read dozens (or maybe hundreds) of RPGs over the decades. For the last two years, I’ve settled on these as my current favorites. They each have distinctive features so I’d thought I’d compare each of them. Some of these observations are subjective, but they’re based on what I’ve seen in the games I’ve run.

[table id=2 /]

Questions of Fate

Having run two Fate Core games in the last month where I’ve really tried to use all the rules properly, I noticed a few rules questions have come up in-game. I’m memorializing those here to make sure I research these and also alerting the group so others besides myself can read up on how these should work. 🙂

Rules Questions

  • What are the results of a success-with-style roll on a skill check vs. passive opposition (e.g. a skill roll that isn’t combat)?
  • What are the results of a success-with-style roll on an opposed roll that isn’t combat?
  • How do you handle allied NPCs? Can you use Mob rules or is that only for enemy NPCs?
  • I was sketchy on what skills you can use for Defend and how/when you can use something besides Athletics to defend.
  • I believe someone said Free Invokes could only give you a +2, not a re-roll. Is that correct?
  • A Star Trek rules specific questions — how should skills work when Extra’s are piloting an enemy ship?

Math/Logistics Questionpic2087747_md

I noticed that players sometimes get confused when tallying up their skill modifier, adding any stunt bonuses, adding the dice results, and comparing against the GM’s opposing number. If that were the end of it, it would be OK, but as we turn in the Fate Point tokens, and folks spend additional Fate Points to do re-rolls, we sometimes forget how we got to those original numbers. I’m wondering if there are some best-practices like putting all your Fate Point tokens on a special mat so you can track how many Aspects you’re invoking or some other way to help players and GM alike keep track of the math as you progress through your evolving numbers to get to your final results.

Updates:

Star Trek TOS: The God of War

Last night’s Star Trek game was one of the most enjoyable games I’ve run in a long time! Partly it was my own love of the Star Trek setting, partly it was the enthusiasm of the players (notably Robert with his props and wardrobe), and partly it was the cinematic nature of the Fate RPG which I think was a great fit for this setting.

The Characters

Lt. Cmdr. T'shani

Lt. Cmdr. T’shani

We had the following characters:

  • Capt. Lorn Harper (Human, Commanding Officer) — played by Robert
  • Cmdr. Arlin Cross (Human, 1st Officer) — played by Mason
  • Lt. Cmdr. Mac’Vor (Half-Vulcan, Chief Engineer) — played by Todd
  • Lt. Kelly Bishop (Human, Comm Officer) — played by Martin

We also had one notable NPC — Lt. Cmdr. T’shani (Vulcan, Chief Medical Officer) — who for some reason received a lot of attention in the game. 🙂

The Story

The story opened on Stardate 41661.7, where the U.S.S. Ares was exploring an uncharted system on the fringe of Federation space.

USS Ares 1

U.S.S. Ares

Energy signatures indicated a recent battle. The crew of the Ares investigated and learned that a Human-looking peaceful race called the Coborati were attacked by a warlike neighboring species called the Bellani. The Bellani were 3 meters tall with soft features and elongated necks and limbs, led by a mysterious figure called “The Oracle” who was said to be their “God of War”.

After a starship battle with the Bellani, chief medical officer Lt. Cmdr. T’shani, along with a few other crew, are captured by one the Bellani ships which then jumps to warp.

The U.S.S. Ares then travels to the nearby planet Cobor. The Federation crew hatched a plan to use a captured Bellani scout ship to infiltrate the Bellani homeworld, rescue T’shani and her companions, and unravel the mystery of the God of War.

Eventually, assisted by Bellani resistance fighters, the crew managed to insert themselves into the Bellani prison where T’shani and companions were held. The companions were then summoned to appear before The God of War. Obtaining their phasers smuggled in by the Bellani resistance fighters, Capt. Harper led a fight against The God of War. After sufficient taunting by the Federation crew, The God of War in his anger began to lose his shape. He was a Changeling, not a Bellani, who had duped the Bellani people for many years! As the fight ended, the Bellani government officials realized they had been deceived and renounced their erstwhile ‘god’ and entered negotiations to enter the Federation and forsake their warmongering ways.

Rules Observations

I’ll make a separate post on rules that we need to look up or master. The Starship rules worked well I think, with the Fate Fractal making it easy to run the combat using ships treated as characters. The ‘Shields’ house-rule letting you know ‘shields are at 94%!’ was a nice bit of flavor which mapped to the Stress boxes as you tracked damage.

Roleplaying

There was some great roleplaying! Things I remember:

  • Mason played a character with a ‘Lady’s Man’ aspect. His distraction when seeing the attractive Alani (a Coborati officer) led to him botching a control panel repair job, which resulted in the reactivation of a previously suppressed transponder inside a rescued Bellani escape pod reactivating. Shortly thereafter, 7 Bellani warships emerged from Warp and confronted the heroes. Later, Mason’s character acted on an aspect and wandered off to explore the back-alleys of Cobor, only to be confronted by Alani’s jealous husband. I love how Fate mechanics tie into getting yourself into trouble 🙂
  • Robert was in great form doing a Shatner-style captain. I loved it! His props were second to none as well.
  • Todd worked his ever-impressive Scottish accent for his engineering role.
  • I was impressed with how quickly Martin picked up on the Fate rules. He slid into great, genre-specific roleplaying. Loved how his attempts at Empathy and negotiation served as the foil for the trigger-happy, Kirk-style Capt. Harper!
StarTrek1

Visuals on the game table.

StarTrek2

Started using fluorescent markers on the plexiglass with no battlemat — works great to draw zones and not get distracted by Chessex grid mentality.

StarTrekPose

Someone’s In-Character Tonight!

StarTrek3

Wow! Look at these props! They make noises and everything!

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