I’ve blogged before here about trying to prep and deliver an effective one-hour introductory game (and attempted to use the #1H1S abbreviation!), so I was pleasantly surprised to find out about the Starfinder Quests packaged together as Into the Unknown (ITU). The link takes you to Paizo’s website, but it’s a free download, and it’s worth a look even if you’re not keen on Starfinder (although you shouldn’t be so quick to dismiss it) – as we’ll talk about here (If you want to see another example of a #1H1S, written by yours truly, head to D101 games and download (also free) Bite of The Crocodile God, my 1-hour game for Hunters of Alexandria).
The product consists of five linked adventures (“Quests”) designed to take an hour of game time for five 1st-level characters (and of course there are pregens available separately – along with some useful guidance about what starship roles they will be most effective at in the ship combats.
The adventures are simple and straightforward – three are ground combats with a mixture of exploration/investigation, and two are starship battles. I can see why Starfinder wants to show off its space combat, but I’d imagine these are the weakest to run on their own – they do just consist of a battle against another starship with a bit of plot context (and it doesn’t sell me on Starfinder – although the system is I’m sure fun – that these will take an hour on their own!)
If I was to run a few of them in sequence, the first three, in which the PCs follow a trail of clues (and a starship battle) to discover a missing starship, is a great 3-hour set, and if you were to run one on its own as a one-hour game, the first one would work well – there’s a good opportunity for roleplay as well as an interesting but relatively simple (as in complexity, not challenge) combat. It’s a good, tight design, and I’ll be stealing the structure to plot out similar traditional games for #1H1S.
Stick to One Set-Piece – but Seed with Roleplaying
With any kind of crunchy system (and see this post for more generic advice), in an hour you will only tackle one rules-heavy scene. That probably means if you’re planning one #1H1S, it’ll be a combat, so try and make it challenging and interesting and build stuff around it. For instance, in ITU’s first quest Station, there’s a neat investigation with an NPC leading to the confrontation, and probably an interrogation afterwards – so the combat is set in a context that justifies it.
Highlight the Best Crunch of the Game
As above, this is likely to be combat, but if you’re allowing yourself the luxury of a set of #1H1S games to piece together, you might like to expand. For instance, if I was planning something with Modiphius’ Star Trek Adventures (and I really should, given the popularity of the franchise), I’d probably want to include some sort of Extended Task scientific challenge for one of the segments – my scenes probably have a starship combat, a science-y extended task, and a ground combat – and maybe another extended task which is a negotiation or similar.
Either way, think about the rules you are showcasing as you prep. I’m sure that the Starship combat is deliberately showcased in ITU, which is why 2 whole Quests consist of an extended space battle. In other games, you might want to show how great social conflict can be (Burning Wheel springs to mind) – so include it if you can.
Episode it up and embrace the railroad
There’s a lot of guff spoken about railroading, especially when it comes to one-shot play, and even more if you’ve only got an hour to play with. Yes, in an extended campaign, forcing your players’ hands either explicitly or on the sly is certainly not good practice, but it’s necessary – advantageous even – in a one-shot to guide the players towards the good bits.
Also, try and make each #1H1S a complete and distinct chapter. This isn’t always easy, and it’s a stretch for some of ITU’s sections (I’ll come back again to the starship combat sections – yes, starship combat is a neat system in Starfinder, but I can’t see why you wouldn’t just play X-Wing for an hour if that was your jam).
Go forth and #1H1S
I must admit, since posting about them last year, I was a bit stymied about the #1H1S project – but finding ITU has got me seriously thinking about them now. Watch this space for further developments – and probably ready-to-play modules – and feel free to comment or contact me to suggest or request systems. As I said, Star Trek Adventures feels like a good fit for it. And let me know if you’re doing anything with them yourselves!
Hi, just found this so apologies for such a late reply! I’m running ITU at the moment so can relate to the issues raised in this post. In particular the first of the two starship combats is very railroady – it wasn’t obvious to my group that combat was the best solution here.
Yes, the ship and crew are hostile, but it would have been nice to have had some kind of extended roleplay/negotiation alternative with combat resulting from a critical failure or bad initial approach only. Probably too complex for a 1H1S (nice acronym!). Thanks anyway for the interesting read. Telwyn.
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[…] to get the gist of what a TTRPG was in just an hour, rather than needing a whole session of 3-4. I reviewed some, and even had one published (for free) as a demo scenario for Hunters of Alexandria. My thinking […]
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