Nice! I've definitely had players try to bend Campfire Memories into a much more desperate disaster/survival story than it was intended for. There's demand for that kind of cathartic experience.
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Mice-Men of Mirewald got a pretty nice review in a comment on this Reddit post.
Check it out!
https://www.reddit.com/r/rpg/comments/hb0vk5/anyone_have_a_free_rpg_theyd_like_m...
Thanks!
I've found generating some sort of relationship is super useful in getting games rolling quickly. And it's a lot of fun!
Making games based on player skill, as opposed to character skill can be contentious. It's one of the complaints against Dread, most famously. But it can be a fun thing to do if the game isn't too serious. I was inspired by a 200 Word RPG entry that used Nerf guns as a mechanic.
"How does a player lose to damage?" As in, how do you know when a character dies? Beats me! There's only so much game I can fit on a single card! But my hope is that damage to the card (folds) makes them harder to throw and thereby reflects the impaired capabilities of a damaged character.
it's possible that I defined things too much in the first stage. But I hope my collaborators don't feel constrained. I hope they tear my work apart like a swarm of locusts and build a idol in their own image from my game's bones.
But mostly I'm just patiently waiting for the 11th so I have something to do. Waiting is the hard part. At least right now.
As much as I love lingering over collaborative setting creation (throwing Fan Mail at Questlandia and Microscope), I don't think I can afford any of that here.
With the goal of introducing complete newbies to the idea of RPGs in no more than 30 minutes, I think it's probably best to design a game with a clear and exciting situation baked right in. The players need to know where they are, what they're facing, and what they can do about it immediately.
That's pretty easy to do with a physical conflict. Pick a familiar genre, threaten the players, go. Whether it's an Inn surrounded by zombies or a sky-ship being boarded by pirates, it works the same. The stakes are high and the bad guy is obvious.
I struggle more, always, thinking of similarly engaging non-combat scenarios.
What's your approach to creating a scenario for your game? What advice do you have for scenario design?
Or maybe you disagree with my entire premise and are taking your game in a very different direction?
KSUA Critical Hits podcast used Rainbow World to generate a setting for a Fate game in episode 44. Listen to the first 30 minutes to hear the game being played!
https://ksuacriticalhits.wixsite.com/show/single-post/2018/07/19/The-Shell---Rai...