what system for a one shot?
Apr 15, 2015 11:54:16 GMT -8
Post by elderman on Apr 15, 2015 11:54:16 GMT -8
Hello, this is my second thread looking for advice. Last time I was looking for tips preparing an Apocalypse World game. That went ok, but my friends didn't seem interested in continuing to play. Inexperienced GM and inexperienced Apocalypse World player that I am, I tried to up the stakes of the first session too much, didn't let them be quite cool enough, and couldn't wrap up the session before we ran out of time.
Since then, I've found a new group to play with. Most of them are fairly novice, like me, and we generally don't share a first language. In May, there'll be a pause in our campaign of Mage : Awakening (so far, I feel a bit overwhelmed by the lore). During the short break, I'd like to run a one-shot. I enjoy GM-ing, and I'm sure there's no better way to improve than to get stuck in.
My experience with the role-playing hobby is still much more about reading core books than playing games. Does anyone here have any advice on a good system for a one shot?
A bit of background. For my two previous one-shot games, I used the free Neverwhere RPG system made my Postmortem studios for the first one, and the other was this game I ran in Apocalypse World.
I have a history with Shadowrun, but with that significant exception I tend to prefer hippy games, narrative role playing, and games without fantasy 'races' ; I'm an actor by training and more recently a writer. My gaming strengths seem to be in establishing a convincing game world, helping other people at the table to have fun, and improvising dialogue. A few of my weaknesses are in planning, time management, and system knowledge.
Rules-light systems are probably best for me and for the situation. I'd love to do FATE, which I'm familiar with, but the character creation process looks like it takes too long. My experience with Apocalypse World made me wary of using it for a one-shot. Shadowrun's obviously too complicated all around. I recently acquired Hillfolk, which is a possibility. Mutants and Masterminds might work: I could make almost finished pre-gens and let the players finish them off.
Anyone have any advice to give for a good point of departure?
Since then, I've found a new group to play with. Most of them are fairly novice, like me, and we generally don't share a first language. In May, there'll be a pause in our campaign of Mage : Awakening (so far, I feel a bit overwhelmed by the lore). During the short break, I'd like to run a one-shot. I enjoy GM-ing, and I'm sure there's no better way to improve than to get stuck in.
My experience with the role-playing hobby is still much more about reading core books than playing games. Does anyone here have any advice on a good system for a one shot?
A bit of background. For my two previous one-shot games, I used the free Neverwhere RPG system made my Postmortem studios for the first one, and the other was this game I ran in Apocalypse World.
I have a history with Shadowrun, but with that significant exception I tend to prefer hippy games, narrative role playing, and games without fantasy 'races' ; I'm an actor by training and more recently a writer. My gaming strengths seem to be in establishing a convincing game world, helping other people at the table to have fun, and improvising dialogue. A few of my weaknesses are in planning, time management, and system knowledge.
Rules-light systems are probably best for me and for the situation. I'd love to do FATE, which I'm familiar with, but the character creation process looks like it takes too long. My experience with Apocalypse World made me wary of using it for a one-shot. Shadowrun's obviously too complicated all around. I recently acquired Hillfolk, which is a possibility. Mutants and Masterminds might work: I could make almost finished pre-gens and let the players finish them off.
Anyone have any advice to give for a good point of departure?