Over on this post I talked about how I approached my prep for my game of Monster of the Week (MOTW) at the Seven Hills RPG convention in Sheffield, UK, and since the con was last weekend I’ve had time to reflect on how it went and some of the highlights (and low-lights).
I had a great set of players. Their characters were created easily, and (in a way that wasn’t obvious without reading the game) the History step (where players describe a link to each of the other PCs) really fleshed them out as characters. What it didn’t do was provide much scope for inter-party conflict – not too surprising, I guess, given the premise of the game – but more on that later.
In prep, I’d decided on a loose premise in the background, and sketched out, as per the guidance in the book, a Countdown for the enemy’s plans. Lee Ho Fuk, legendary Chinese sorcerer and restauranteur, was possessing hapless customers with his delicious black bean sauce and turning them into werewolves, and triggering the beast-spirits within to hunt down enemies of the restaurant – initially, bad TripAdvisor reviewers. He had a plot to launch his range of home-cook sauces, attack the Blue Dragon conference of Chinese Food with his werewolf-possessors, and eventually take over the world!
He got to stage 2 of his Countdown; the players rolled really well on their initial investigations, limiting the number of hard moves I felt justified in doing to advance his plot, and meaning they worked out the twist (that it wasn’t your traditional, infected lycanthrope werewolf) quickly. They went from the crime scene to the restaurant directly and, after some edgy spirit banishment, eventually defeated Lee Ho Fuk and his dragon-spirit demonic soul. Partly this was due to some good rolling, but I think I also made a crucial error in my prep, showing my lack of experience at running mystery games; I had one level of clues, and after they’d explored everything, it was obvious that the restaurant was the place to go. Better mystery construction would have led them to an intermediate location or scene where the clues there lead them to the restaurant. Still, the timings worked well – we finished about 15 minutes early (as far as I can remember) in a 3 hour slot.
It was still a satisfying game; as I talked about here, part of the attraction of one-shots of Powered by the Apocalypse (PBTA) games is the shared fictional universe creation, and although I had clear guidance for the kind of agency the PCs worked for, it helped the players get comfortably into character after the hour or so of at-table prep. Another area where I showed some naivety was in the amount of plot the players could eat up without any real in-party conflict; in every PBTA game I’ve run previously, barring Dungeon World, there’s an edge of PvP conflict that self-generates addition subplots.
I’ll blog more about mystery creation and investigative one-shots as I get better at running them; I can admit that my usual genre to run is all-action pulp where the scenes, if not on rails, are at least signposted very clearly to everyone involved. I’m beginning to think that the mystery plot for a one-shot is to point very clearly towards one thing at first, and then when that thing is confronted to point very clearly towards the actual thing that resolves the adventure. But I might be over-simplifying.
I know there are a lot of readers with much more experience of running mystery one-shots and investigative games than me – does that sound correct? Or am I howling at the wrong moon with this one. Anyway, I’ll certainly be running more one-shots of MOTW – with the same or different premises.
I think that you’re right, a normal mystery would have an intermediate scene. But, if you finished 15 minutes early it doesn’t sound like you would have had time for another location, so I wouldn’t beat yourself up about it.
The Gumshoe approach to mysteries is pretty solid – you think about core clues that each scene provides, and use those to construct the mystery.
My experience with mysteries is more traditional Call of Cthulhu and the like (although I’m currently running one with Fate Accelerated). I have no idea how PbtA changes it.
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The game was fun and punchy given it was a short slot – I would liked perhaps to have had a red-herring (an innocent werewolf who lived on animal blood perhaps?) who would have been found at Trader Vics, but then you can waste too much time and not finish up with a satisfactory conclusion.
Biggest problem was that we made almost every roll so we had luck pots galore come the final showdown which made it a bit easy. That however is a system issue. We all enjoyed it and would certainly be happy to see the discussed sequel Things To Do In Devon When You’re Dead appear at a future con.
Thanks for your feedback Matt, glad you enjoyed it. More potential Zevon-inspired games are certainly on the cards!
Lawyers, Guns, and Mummies.
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