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Lighthearted

Lighthearted is a magical 80s RPG of self-discovery set in a modern fantasy neon dream world. · By Kurt Potts, Kate Potts

Thinking about how to run the first session of the game.

A topic by stevehickey created Oct 11, 2019 Views: 181 Replies: 1
Viewing posts 1 to 2

Just very quickly wanted to let you know that I'm thinking about how to convert all the great prompts and bonds from character creation into running the game.

I'm going to pull a few ideas from how I run one-shots of Monsterhearts and from Paul Beakley's great best-practice post on creating a relationship map (https://www.indiegamereadingclub.com/indie-game-reading-club/pauls-r-map-method/).

I'll probably look for things in the bonds that could either be:

  • scenes we actually play out, rather than refer to as having happened in the past
  • inciting incidents that could give the session an unanswered question or upcoming tension that needs to be addressed (like, running over someone/something last summer and trying to forget about it).

I'm also starting to think it would be really useful to have some prompts, suggestions or Kevin Crawford style random tables that offer abstracted versions of:

  • situations in 80s cartoons and movies ("You're all in detention", "You've found a treasure map," "Your parents' house is about to be repossessed"), and 
  • situations that might come up involving magic.

I'm probably going to start with a combination of scenes from the bonds and asking the players "What unfair thing is going to happen to you in the next two hours that means you wind up in detention this afternoon?" ... And then I think I might play a little bit of The Breakfast Club followed by a LOT of One Of Us Is Lying (a TBC-inspired murder mystery).

What sort of stuff do you do to kick off a first session? Any tips or best practices?

Finally getting back into the swing of things after Big Bad Con. (Which was amazing by the way.)

Speaking of the Relationship Map. I do something similar on index cards when I run it but it lives in front of me. I'll do a write up on that in the future.

So here is how I build the first session during character creation.

  1. When the players are read their Bonds, I ask followup questions to see what kind of trouble they might present. Usually at least one of the bonds will have a reason to introduce the group to a complication at the top of the session.
  2. Several of the Ties have some room for plot hooks. Things like the magical creature that was hit, the dark grimoire for the prep, being lost in another dimension. Usually those can generate some antagonists to get things going. Again I ask a lot of followup questions on the ties to help build that.
  3. If I don't have enough to go on from that, I start with one of the bonds going missing or one of the bonds dropping a mcguffin in their lap. A satchel with a pixie who's been used for animal testing and wants help freeing the others is a good one.

Other ways to inject a little drama at the top are:

  • Straight up steal scenes from 80s movies and plop in the players. I've run great games that were basically the party from Weird Science. Note: Breakfast club has a theme of boredom. Find ways to show the players how bored they are then introduce something that will cause drama. Otherwise it tends to flounder a bit. Have something get them in trouble and pin it on the rebel.
  • Ask them hard questions tailored to the clique. Like asking the prep, What makes your rival better than you and who did you bring to this party to change that?
  • Don't be afraid hard frame them into situations that will trigger their malfunctions. The outcast is getting hit on by someone they like. The rebel is getting hassled by the cops, the geek is watching someone mix to alchemical substances that will definitely blow up this remedial thaumaturgy class...

We'll for sure make some session starters and example followup questions tailored to each clique but that's where I tend to start.