Table Techniques: Reincoporation

If you want to make your #TTRPG one-shots memorable and feel personal to your players, this is absolutely the most effective technique you can use, and it also works in ongoing campaigns. One of the challenges of one-shot play is getting the PCs connected to your plot and giving them personality, and there are lots of tricks that GMs use for this – art, standees, bonds or inciting incident questions / love letters – but this is a resource-free one that can have impressive results.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

It’s what a lot of players miss from convention games – feeling a genuine connection to their character. Reincorporation really helps to make this happen. It also doesn’t require too much thought at the table, which is another thing in its favour.

What Is It?

This is simple as anything – all you have to do is refer back to cool, incidental details that were established earlier in the game. Ideally, these incidental details are provided by the players – whether they realise this or not. A few pointers

  • These can be as incidental as possible. Background details, seemingly unimportant parts of description
  • Make a note of them when they’re introduced – if, like me, you’re liable to forget
  • Sometimes, you might be able to tweak your planned scene to incorporate these details – if the players described themselves all meeting in a cool coffee shop at the start of the game, have the supervillains threaten that coffee shop in the final battle
  • There’s a few ways to seed them – we’ll cover that soon

So, in the first scene of the game, the ranger describes his wolf animal companion licking hungrily at a ham bone. Later in the game, when the wolf misses, you describe a ham bone poking out of the goblin’ sack nearby which distracted him.

Why Does It Work?

It’s a risk-free way to add the shared storytelling that tabletop RPGs offer because of their collaborative effort. And, because it’s incidental to the plot, it’s a lot safer for players to come up with narrative details – because they don’t know that they’re important. It also doesn’t require too much creation from the players – but it makes them feel like their description and colour mattered.

Player-Created

When you start the game, and ask players to describe their characters – listen out for any details you can use later and reincorporate. Fancy hat? That’ll get stolen by the goblins. Heavy clanking armour? That’s what happens when they fail a stealth check. Series of enemies across the galaxy? One of them turns out to be the main opponents’ lieutenant.

This has the advantage that you’ll get some personal connections to their characters that have come straight from the players, and you should be able to get something from everything. It can sometimes lead to players giving you more, or less, depending on how they describe. To address this, if you’re going round the table doing this at the start of the session, start with a player who you think will model how to do it – if they do it well, the rest will follow that model.

Seeded In-Game


Early in the game, you can create some conditions to get this. Usually this is with an open-ended encounter – and it can be the first big scene. In Beard of Lhankhor Mhy, my 13G scenario, the adventure opens when they rescue a Duck adventurer, Crontas, from a band of Broo. How they perform in that first combat determines how Crontas responds to them – and whether they want him to come along with them to rescue his friends or not. 

Having a talkative, even annoying ally, means that the players will come back to supply details, and this gives a bit more control over what emerges to reincorporate. Similarly, if you’re narrating failures and successes with the players, how that goes in the first combat might set the tone for the whole session – as with the ham-bone example earlier. 

In all of these, try and let the details be player-provided – you can add some yourself, but the ones that you come back to should ideally be player-created. Throw lots in though – you can always use more options!

Seeded Out-Of-Game

Some players may be uncomfortable adding narrative details in-game – instead, you can explicitly get them to do this out of the game. Use Bond questions, or pre-game questions / love letters, to establish facts out of character, and then weave these in.

These can be trickier to make throwaway – you’re attaching more importance to them, so don’t be surprised if players come up with big issues and problems to solve – try and focus on some of the details they supply for those rather than the issues themselves, which will come up anyway. A detail like “I’m in love with X PC” isn’t really ripe for reincorporation as-is – but them stealing glances across the table at them, or moving to save them in combat, is – think small for effective reincorporation.

So, lots of ways to develop this. I genuinely believe this is one of the best ways to improve your game – and as an at-table technique there’s not much with more bang for its buck. How have you used reincorporation in your games? Let me know in the comments.

Into the Underhang – A Heart: The City Beneath One-Shot

I’ve had some rum luck with illness recently – a chest infection a few weeks ago, and now Covid (I’m recovering, thankfully) have meant I’ve missed two #TTRPG conventions that are genuine highlights. Owlbear and Wizard’s Staff is excellent beery fun in Leamington Spa, while Furnace is a centrepiece of the Garrison Conventions and the place that first got me into convention GMing.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

So, I’ve been left with an excess of prepped games, and no-where to run them – so I’ll be putting them out on here. First up, a game that was planned for Owlbear, for Roward Rook & Decard‘s Heart: The City Beneath. In Heart, your desperate treasure-hunters delve into the living, beating dungeon beneath the occupied city of Spire to find eldritch treasures – and themselves.

Yes, the art is all this good – as you’d expect from RRD

Full disclosure – I haven’t actually run this, although I’m sure it will get an outing soon. If you’re Heart-curious, this might give you an idea what to expect in the game. If you’re a Patron, feel free to message (on here or twitter) and I’ll send you the pregens I did for it as well, giving you a fully ready-to-run game. Also, this is based on an adventure seed in the actual book – there are loads of them in there – but fleshed-out to be runnable for a one-shot. I’ve got more to say about prep for loose-improv games like Heart and Spire, but that’s another blog post.

Into the Underhang

A Heart: The City Beneath One-Shot

Into the Underhang is an independent production by Burn After Running and is not affiliated with Rowan, Rook and Decard. It is published under the RR&D Community License. Heart is copyright Rowan, Rook and Decard. You can find out more and support these games at rowanrookanddecard.com.

Scene 1 – Derelictus

We begin in the city between the cities, a sprawling, semi-underground mirror of Spire, Derelictus. From Platform 1, where all manner of equipment can be sourced, to Platform 2, where we find ourselves now – with Ostrer, a mad researcher, is cutting you a deal.

Hang Station was built as a tourist trap; suspended over a vast subterranean sea, so that aelfir could see the captured, sleeping monster beneath, captured from the far north. Hang Station is on Tier 2 of Heart – so will need at least a couple of delves, stopping off at a waypoint on the way. He wants to get a sample of the beast’s blood – and he needs your help.

There appear to be two notable routes towards Hang Station (a Technology) – through the singing, open railways of the Vermissian Railways – maybe hoping to catch a train some of the way, or a darker, lower way, through Sump Station (a Warren) – the flooded remains of an old station now submerged. Darker, but less likely to attract attention

In Derelictus, each PC has a chance to prepare – they can try and get hold of a D6 piece of equipment for the journey, or research another route – perhaps one going through a more favourable area for them. After a skill roll each, and potential stress (always D4 at this stage, and usually to Supplies or Fortune), they must set off

Scene 2 – Delve to Tier 1

This is a delve they will take to either Sump Station, Hang Station, or another location

Route: Between Derelictus and Sump Station

Tier: 1

Domains: Technology, Warren

Stress: D4

Resistance: 10

Description: A tramp through foot-deep, the knee-deep, flooded tunnels, in fading light and with labyrinthine corridors. Occasional relics of machinery or rails puncture through the floor – and occasionally pumps still churn. It smells bad initially, then turns to a warm, cleaner smell.

Events: Jonjak and his gang of gutterkin will track the PCs from Derelictus, and attempt to jump them to find out what they are doing; a sudden overflow means they have to wade chest-deep or lower; strange fluorescent fish swim under the water and circle the PCs; a warehouse of fishmongery where Mikkel the Fish waits to serve them

Connection: Capture the glowing fish for Mikkel and he will teach you the secrets of the eddies

Route: Between Derelictus and Hang Station

Tier: 1

Domains: Technology, Occult

Stress: D4

Resistance: 10

Description: A walk along high, ruined walkways alongside the tracks which have collapsed in places; crystals line the path eventually; the smell of incense and sulphur. Damaged rope-ways line each pathway

Events: Jonjak and his gang of gutterkin will track the PCs from Derelictus, and attempt to jump them to find out what they are doing; a clattering of a passing train requires jumping out of the way – or onto it; the singing of crystals in the ceiling above as one falls and shatters

Connection: Repair the rope-ways linking to the paths

Scene 3: The Mid-Point

At this point, they have arrived, either in Sump Station or Hang Station, and have a chance for respite. Ostrer insists that they need to purchase some supplies – ropes and pulleys – but at this point you encounter the rival delvers, Protector Baram and his men.

They accost the players as they explore the haven, asking them their business and mocking them. They know that the beast has laid eggs, and can see that Ostrer wants one as well. Depending on the PC’s approach, they may suggest an alliance, or try and sabotage their equipment. Either way, he will wish them luck.

As with Scene 1, PCs may make 1 test to try and recover equipment or preparations for the further delve.

Scene 4: Into the Underhang

From their location, they need to venture deeper into the Heart, to Hang Station and the underground lake.

Route: Between Tier 1 and Hang Station

Tier: 2

Domains: Cursed, Technology

Stress: D6

Resistance: 10

Description: Trekking through walkways suspended over still lakes, or raging torrents – creaking at the wind that blows through them. The smell of tar, and then of some big, fishy beast. The crackling of magical energy from long-decayed dampers and siphons. The echoes of fellow hunters, or ghosts, around them.

Events: A crackle of energy covers the ground in front with a web of occult power that must be bypassed; the walkway shatters and falls, meaning they must form a new route; Jonjak, still tracking, ambushes them on a walkway; Baram makes his move as they approach; a ghostly engineer seeks aid in repairing conduits and walkways

Connection: Repairing the conduits will allow them to lay the ghost to rest.

Scene 5: The Harvest

They emerge onto a vast creaking observation platform, a sparkling lake below them swaying gently. A huge whale-beast has broken the surface of the water below, and a light snore echoes around the cavern – but the eggs are on the other side.

They must

  • Somehow get down to the lake. There are maintenance rowboats and rafts available, ropes and pulleys, that could be fashioned
  • Recover the eggs from the egg sac beyond the creature – they could dive in, or trick it into rolling over
  • Avoid the attentions of the rival gangs, who will attempt to ambush them

At their moment of triumph, a roar echoes through the lake – the beast has awoken, and they must escape

NPCs

Ostrer the Mad Researcher

Motivation: Find and recover the eggs of the Hang Station beast

Sensory Details: Thick, clouded goggles with no light; the smell of dusty books mixed with oil; a dirty, flapping lab coat

At the Table: Close eyes when speaking

Jonjak the Tunnel Brigand

Motivation: Find a score big enough to retire on

Sensory Details: Filthy overalls and cloak; scarred face and hands; odd limp

At the Table: Speaks with a pirate accent (Arr!)

Difficulty: 0

Resistance: 10

Protection: 1

Resources: Stolen heirlooms (D8, Taboo), Poorly-written maps (D6 Delve)

Jonjak’s Gutterkin

Motivation: Gain freedom from Jonjak, or at least more pleasant employment with him

Sensory Details: A mob of 8 or 9 gullboys and heron-girls; squawking and clambouring over one another; rusted, broken knives with alarming speed

At the Table: Look this way and that while skwarking in semi-speech

Resistance: 8

Protection: 0

Stress: Knives D6, Unreliable

Mikkel the Fish

Motivation: Serve his narcotic fishes to the discerning

Sensory Details: A scale-clad shaved gnoll with rings everywhere; stares oddly at everything; the smell of oil and tar

At the Table: Keep mouth open when not speaking

Protector Baram, Drow Rival Delver

Motivation: Be the first to recover a beast-egg for his masters

Sensory Details: The smell of cheap perfume, a shiny well-maintained leather coat, the clip of heels on ground; accompanied by a pair of cackling gnolls, Forrad and Vorrad

At the Table: Alan Rickman-esque villainy

Difficulty: Risky

Resistance: 10

Protection: 1

Stress: Whip D8 Tiring, Pistol D6 Ranged One-Shot

The Hang Station Beast

Motivation: To eat, sleep and breed

Sensory Details: A thick smell of fur, fish and sweat; blue-grey skin covered in slick water; a light, echoey snore

At the Table: Describe the ground shifting

Difficulty: Dangerous

Resistance: 10

Protection: 2

Stress: Roll over D6

Prep Techniques – Round-Up

Last year, I started writing about Prep Techniques – ways to structure your prep for a one-shot session to build a good structure for your session. One-shot and short-form play is all about having a clear structure of ideas so you’re not left floundering at the table, and these were designed to encourage that, with practical advice to turn an idea into a ready-to-run set of prep.

I contrast these with Table Techniques, which are things you do during the game that often don’t need any prep beyond creating the conditions for their deployment – Shared Narration is an example of this (well, several examples) – and I’ll be providing more examples of them over the next few months.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

There hasn’t been a full list of my Prep Techniques posts before now, so here’s a summary of what’s here. If you’re just starting prepping a one-shot and not sure what to do first, you could do worse than pick one of these and follow the method described.

Essential prep – gathering your props

The 5-Room Non-Dungeon is Johnn Four’s 5-Room Dungeon method, applied more broadly to give a series of linked scenes. This is a great place to start if you’re beginning running one-shots. I actually think it works better out of the dungeon than for dungeon games.

Three Places is a way to structure investigative, location-based play where you want your players to have genuine choices as to how they approach the problem.

Another one that’s not mine, I did a deep dive of Sly Flourish’s Return of the Lazy Dungeon Master prep method here – even if you don’t use the whole method, the list of unconnected secrets and clues is a great technique to have in your back pocket, or to go through before a session to give things for the players to discover.

Another good way to get started is to write a convention pitch for the game, and use that to focus your thoughts – guidance here. Technique also applies for writing actual convention pitches!

For a more loosely-structured game, where you expect to think on your feet, you need a bag of tricks to throw at the players. The guidance in this post is relevant for PBTA, FitD, and other similar games like Spire and Heart. It’s easy to try and go in raw with these sorts of games, but in my experience having some prep thoughts done beforehand really help to make them sing in a one-shot.

Or for a more simple structure, start by thinking about the Boss Fight and work backwards from there. There’s a couple of examples of this approach here.

I’m not saying there won’t be more Prep Techniques shared in the future, but here’s all there are for now. My focus for the next few months is two things – putting out ready-to-run one-shots for a few systems (most of which are my own con game sessions from over the summer) and Table Techniques, which will give techniques that can be done during play to add interest and excitement to your games. Let me know if there’s anything you’d like to see!