While struggling with the finishing touches for my Apocalypse World hack I have noticed my mind wondering towards new paths and hacks. I am now even more intrigued by the possibilities of hacking AW than when I started. There is still much to be learned (as I have not yet even played anything besides tremulus) but that really does not stop me from thinking about what could be done.
This post will not be about finding inspiration. It will however be about the current state of my inspiration.
Some time ago I started a new Warhammer Fantasy Roleplay (2nd edition) campaign. All went well and we had a blast at the first time. Then we were looking for the second session and hit some bumbs while picking the date. Nothing too big on its own. But at the same time we had major issues with the security of our domain being breached. The only major outcome of this was the we lost our wiki.
After three year hiatus we finally returned to Warhammer Fantasy Roleplay 2nd edition. We played a memorable campaign with the WFRP 3rd edition and a couple of failed tryouts in those three years. And while I still think it is an excellent system opening the corebook of 2nd edition was like seeing a good friend in a long time.
This time we have a one of my original WFPR2 players alongside with a WFRP3 player and a couple of new ones. The Old World is not as familiar to them (excluding the vet from 2nd edition) but that does not hinder us. In fact it might prove to be a good thing since we are decided to go with a different approach than your regular WFRP campaigns.
We decided to go with dungeon bashing.
Living in Finland makes our yearly gaming cycle quite interesting. During summer we have lots of time but it spend mostly on other things at the cost of gaming. We tend to drift towards random gaming of oneshots, Magic and board games since the group we can get together is different each time.
But now it is winter and the time for campaigns.
It think that winter as the fuel of longer rpg campaigns comes with the free time that we had while we where studying. Evenings are dark, it’s usually freaking cold and the weather is bad. Not that we would take part to any outdoor activities anyway but at least during winter we have an excuse. Continue reading
A while back I decided to write a oneshot as an writing exercise. I haven’t written a full adventure in ages (last one being the Hand of Glory for Liber Fanatica 9) so I am fully aware about being a little rusty.
I just recently sold my collection of Warhammer Fantasy Roleplay 3rd edition I decided to try the 1st edition to revisit the game that mostly started the hobby for me.
As a GM I have had a hoarded my ideas for a long time. In most resent campaigns my group hasn’t even reached the main idea of the game before it dries up. Aiming to change this I now used an idea of a game I have wanted to run for a long time.
A zombie invasion.
Ideally writing this kind of scenario should begin with the characters. You have a group of certain characters you want to use. This time I went the other way around. I wrote a short structure of events that would happen during the adventure, planed the surroundings of the events, and only after that got into the most interesting part – writing the characters.
What I have learned from playing and GMing oneshots is that most players just want to get the game rolling. Long backgrounds for the characters are easily forgotten and thus mostly unnecessary. Keeping them short and simple is the way to go.When writing a character for a oneshot I tend to aim them as for people who have never played the game before. This way I have an introduction scenario I can throw at people in convention (not that I have actually done this anyway). It also means that the characters should be easy to learn.
Aside from that the most important thing for the characters is that the have conflicts with each other. Aki (MustaJumala) has talked about his ideas of how an (ideal) oneshot should be played. But I doubt that even he can contradict me in this: give the players conflicting characters and they will rip each other apart without ever needing a firm story line.
We played through the adventure a couple of weeks ago. It was a fiasco (but no in a good way). I had completely forgotten the most important game system problem with this kind of adventure. Fighting characters froze in fear when a single zombie shambled towards them. From that point on it was just a game of failures and though we had some fun we never achieved what I had actually planned.
I have done a lot of rewriting for the adventure since. I tried to include the comments of the players as well as those of Strike-to-Stun community that were (once again) eager to enough to give comments. It is mostly finished now and will hopefully see the light of the day (well light of the internet anyway) quite soon.
It was a great exercise and thought me again a couple of things.
- It is all about the players and their characters.
- Build the characters so that they WILL be driven into conflicts whit each other.
- Keep in mind that when everything falls apart the players must still be entertained. This includes the GM as well.