Geek life and custom content for Savage Worlds
The Extra Life fundraiser was last weekend, and I participated through a local group called Table Talk Games. Had a pretty decent time, though I didn’t end up playing as many new games as I expected to while we were there. I played…
I also ran a Pathfinder one-shot that took several hours. Had a decent time with it – I think the pre-generated characters I put together can work pretty well for a variety of games, depending on what kind of stuff I want to throw against the PCs – in this case, the big bad was a goblin alchemist who was transforming creatures into monsters. I can see running a variety of games based on the same premise and setting.
I tried to do some of the things that I’d have liked to see in other one-shots I’ve played in.
For one thing, I kept the character sheets simple. Pathfinder is a complicated game, but I tried to keep things relatively easy. I was helped with this by a friend who does the organization for our Wednesday game, and also does character sheets for the game she runs with her kids. She’s got a simplified Pathfinder sheet that looks a lot less intimidating than the more complicated ones that we grown-ups use.
Second thing I did was give everyone a name card. I didn’t give the pregens names, just a description. The name card had that description – say, “Half Orc Ranger”, and then a blank for the PC’s name and the player’s name. This makes it easier for everybody at the table.
Third thing was an index-card sized synopsis of the character and their background, along with a complexity rating. It included:
Here’s a link to all the material I prepared for the one-shot.
Anybody else have any thoughts about how to run one-shots at conventions or game days? What do you try and do to make things easier for your players? For yourself?
I played my first two games of Dominion last night, and already plan on picking it up. It’s a fantastic game so far – looks like it has a lot of depth to it, and a number of expansions. I see now why I’ve been hearing about it for quite some time.
It seems the Red November stuff I posted has been by far the most popular thing on this blog. To my knowledge it’s being or been translated into two other languages, and I’ve gotten linked from at least one other language. It’s odd for something I did as a weekend lark.
Red November is a fun board game by Fantasy Flight Games (see here) about gnomes stuck on a sinking submarine, trying to survive. The game has a feel somewhere between Jules Verne steampunkiness and black comedy depictions of World War I. It’s quite fun, as you run around the sub trying to prevent one disaster after another before your gnome is killed.
Our gaming group tends to play a lot of this kind of game, and there’s one thing I immediately thought was missing in Red November – distinct characters! Most cooperative games I’ve played (Arkham Horror, Shadows Over Camelot, Last Night on Earth, etc) have each player controlling someone with a unique special ability.
To that end, I came up with this: Red November Characters.
(That’s a PDF – if that doesn’t work quite right, use this instead – it’s a .docx file and the font I used. This is what I printed from, to 3″x5″ index cards. It worked well.)
Here are a couple of them, as a preview.