Running Feng Shui One-Shots

I’ve recently managed to get Feng Shui 2 to the table at a few conventions – Summer Kraken and Grogmeet to name two – and it’s reminded me what an excellent one-shot game it is. It’s a game of high-gonzo Hong Kong action movies, and it leans heavily into the genre allowing players to have a great time pissing about with tropes and scenes.

It’s also a relatively complex beast for what it is, and there’s some nuance to how to approach it – so here are five tips for prepping and running one-shots. If you don’t want to prep it, feel free to snag one of the demo games from Atlas Games website, or Ape Attack! from this blog.

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!

Make Fortune Dice Explode

Rules as written, spending a Fortune point gives you a non-exploding extra dice. I’ve tried it both ways, and for a one-shot it really works better if these explode – the chance of your negative dice exploding and the Fortune being wasted leads to some player disappointment. It does increase player effectiveness a bit, but encouraging Fortune point use is all good, and it leads to some big results.

Pick a Small Selection of Archetypes

There’s no character generation in Feng Shui, which saves the pregen stage of one-shot prep, but it’s worth trimming down the archetypes you offer your players – you don’t need more than a couple more than the players you have, and it’ll help you to be familiar with any of the special rules they have. After the players have picked, make them decide on their names and melodramatic hooks there and then – and then go into a montage opening of a previous film. 

Ones to be careful with are the Big Bruiser (who hits hard and can take a beating, but often acts last in the initiative system) and the Killer (whose mook-killing power means they might be acting frequently as long as the player targets mooks). Also note that the Sorcerer (which is an excellent choice as it has some healing ability) has a default power that lets them use any Sorcery schtick in the book, which you might want to change depending on the player. I’ve always avoided the Driver as I’m not the biggest fan of the Chase rules, but feel free if you want to use them.

Pick a Just One Juncture

There’s 4 main settings in the core rulebook, and a bunch of pop-up junctures… you don’t have to use more than one. Most of my one-shots cover two, and one of them is modern-day – either starting in a normal setting and travelling back in time to a juncture to solve problems, or starting in the past and ending up in the present day. Just one juncture is fine, and getting there via a Netherworld trip is fine if you must, but there’s enough in each of them to make them solid one-shot settings.

In Play, Model Descriptive Action

Feng Shui 2 isn’t a game where “I try to hit him” will work. You need the players to describe awesome hijinx and fight scenes, so you need to lead from the front with this and encourage them to do the same. Feel free to go as big as you can – destroy scenery, break the fourth wall, have your villains monologue.

Another trick that works for me is to describe the action as if it’s a terrible movie – having the mooks in the second fight be played by the same extras as in the first, or the same three extras play all 30 street thugs in the big mook fight. Describe the music starting up, the framing of shots, the shonky camerawork. All this works well in other pulpy high-action games too, of course – it’s just it especially works in Feng Shui.

Do Initiative Verbally

Look, I know that Atlas Games produces a shot counter you can put trackers on to show when people next go – I just find having that in the middle of the table a bit cluttered. At the start of the first fight, briefly cover Feng Shui’s distinctive initiative system, and tell players that their attacks will take 3 shots – and then just count down yourself and have them shout out when it’s their go.

While I wouldn’t use the shot counter, I would recommend using the pre-rolled attack pages for mooks, and also pre-rolling initiatives for each sequence (you can see what I mean by this in Ape Attack). To be honest, I’ve started pre-rolling initiative for all of my one-shots where I can – it’s certainly one thing I can do ahead of time in games.

Make Fights (A Little Bit) Easier

The Feng Shui advice for prepping sessions is golden one-shot plotting advice, but I’d caution that their battle balance is designed for quite meaty fights with players who know what they’re doing. You won’t get through 3 full-strength fights in a one-shot game, particularly as the first one will be slower as the players get used to their abilities. I usually go with fights with just two or three featured foes and a bunch of mooks, or all mooks, until the end boss fight, and even that doesn’t have to have quite as many featured foes as the system suggests. 

If you want a boss or featured foe to be ‘sticky’ and not vulnerable in the first sequence, give them the Ablative Lackey schtick where they can sacrifice a mook to avoid damage (and make sure you’ve got a ready supply of mooks, especially if the Killer is in play).

And, one of the ‘connective tissue’ links between fights can, and should, be a 13th Age style montage – I’m fond of this for trips through the Netherworld, far future desert treks, or sinister caves in Ancient china.

So, I hope this inspires you to run more Feng Shui 2 one-shots, at conventions or just as a break from regular gaming – it’s a great system that deserves to get more play.

APE ATTACK! – a Feng Shui 2 One-Shot

Something I’m determined to do more of is post some ready-to-run one-shots here. So, here’s one that might not be quite ready to run without some system (and setting) mastery, but might give some interesting insight into the creative process. This is at a level slightly above the ‘back of a cigarette packet’ level of prep that I’d do for a convention game – I ran this at Kraken 2022, and I’m sure I’ll get to run it again.

Of note:

  • I don’t list interesting things that can happen in each fight, as recommended in the core rules. I find that if I have a complex, messy enough setting for the fight, and clear permission for the players to make shit up, they fill in the blanks well enough
  • You’ll see that the stats (and pre-rolled initiatives) for the opponents take up quite a bit of space on the page; this is deliberate, as this is what I’ll be looking at in play.
  • If this looks like a series of fight scenes held together by a paper-thin plot and some bad ape puns, you’d be right. There’s a future post coming about running Feng Shui 2 one-shots, and I’d recommend leaning in to both Robin Laws’ excellent prep advice, and the pulpy ridiculousness of the whole setting.
  • If game balance is your jam, this was for 5 players using standard FS2 archetypes. I tend to reduce down the number of opponents for all but the final battle, just because in a con game you want fights to be pretty fast (and the default for FS2 is hard-ish; so you want some easy-ish fights as well)

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!

Enjoy! Kudos to my “playtesters” at Kraken, and let me know if you get any play out of it!

Ape Attack!

There is an ancient battle across the junctures for control of Feng Shui sites, which give unimaginable power. From 1st-century China, to 19th century China, to modern Hong Kong, to a devastated future, time-shifting Chi Warriors fight to keep enough of these under control to keep the Chi War in a delicate balance.

You are such warriors! As the music swells up, describe your character in an action scene from the previous mission.

Scene 1 – PARIS, present day

That mission was a great success, and you’re now taking some well-earned downtime in Paris – city of Love! You’re all sat around the general area of the Eiffel tower – are you sipping coffee, or wine, or maybe visiting the attractions? Where are you in the scene?

As you relax, a loud crack sounds – and you see an eruption from the ground. It’s a portal – and from it, you see a pair of cobbled-together WWII planes, piloted by apes, fly up to the Tower, as a huge beast claws its way out of the ground – a giant ape, with a cybernetic arm! They slowly begin an assault on the Eiffel tower as tourists scream for help. Taking in the situation, you see several of the Parisiens around you remove their faces – to reveal they are actually apes in disguise! Gunfire peels out – what do you do??

Initiative Rolls

FOES1S2S3S4
Messerschmidt9131211
Giant Gorilla1291211
Apes7696
Sorcerers9610

Featured Foe – Gorilla Messerschmidts (there are two, but one is taken out at the end of the first sequence by the sorcerers)

GUNS 14 / DEF 14 / TOU 6 / SPD 8 Machinegun 11

Featured Foe – Giant Gorilla

CREATURE 14 / DEF 11 / TOU 6 / SPD 6 Ape-arms 11

Furious Wrath – if last attack missed, gains +1 Attack and +3 Damage

ATK 8 / DEF 13 / SPD 5

Mooks – At the start of the scenario, 5 Gorillas are engaging the PCs (dam 10)

After Sequence 1, 5 more Gorillas take off their gorilla masks to reveal Ancient sorcerers! (dam 9)

In the aftermath, they can take stock of what has happened – they know the Eiffel tower is a Feng Shui site, and anyone with any magical connection will know that, although that assault was unsuccessful, the Feng Shui site isn’t connected to the Dragons any more – they’ve already got hold of it!

Scene 2  – INVESTIGATION -> FIGHT!

There’s a portal to a pop-up juncture somewhere in Paris that will lead them to the site of the original assault – estimated to be Paris 1889, in the middle of the Belle Epoque, when the Eiffel Tower was being built!

EVENTUALLY, their investigations will throw up two leads – a recent circus has arrived on the outskirts of Paris with many performing chimpanzees, and men in gorilla suits – some of whom have been seen asking questions about the Eiffel tower. At the same time, a group of men in odd robes with high-pitched voices have based themselves in the luxury Art Deco Four Seasons hotel (google it) and have been hanging around the Tower.

Whichever lead they follow, there’s a fight on their hands to discover the portal(s) – there’s one in each location!

This is an all-mook fight. In order for this to work, you will have 25 mooks stationed around and  about the general area – in the circus, one PC can be fighting apes on the Dodgems while another climbs the Ferris wheel to try and catch their leader. In the Hotel, while some PCs might head up to their room there will be disguised sorcerers in the restaurant and kitchen – and even the streets outside – to fight.

FOES1S2S3S4
APEs or SORCERERs91198

APEs or SORCERERs (mooks) –

ATK 8 / DEF 13 / SPD 5 either Blast 9 or Improvised Circus Stuff 9

Scene 3 – Into the Netherworld

MONTAGE through the Netherworld to get to the Belle Epoque

Use the 13th Age Montage method for this, pointing out that multiple junctures can be crossed to get to the Belle Epoque.

Scene 4 – Belle Epoque Paris!

You need to sneak into the opening of the Eiffel Tower, and defeat the apes. As you approach, you see an exhibit from the Paris Zoo has been delivered, full of chimpanzees and monkeys clad in hilarious human clothes, juggling and having hijinx. A bespectacled man, Erik Satie, plays impressionistic music on his piano. 

Satie pauses, and acknowledges you as he continues to play

You’re too late – we have the area surrounded. Literally everyone in this exhibition is ready to seize control of the tower.

The humans dancing and watching pull off their human faces and are revealed to be monkeys. The apes in the exhibition pull off their monkey faces and are human sorcerers!

FOES1S2S3S4
KONG1213119
Furious G1010119
Grenadier1210812
Satie9131112
Gorillas101078
Sorcerers116118

Boss – KING KONG (massive gorilla)

CREATURE 17 / DEF 13 / TOU 8 / SPD 7 Ape-arms 14

Back to the Wall – if attacked by more than 1 character in a sequence, shot cost drops to 2 until the end of the sequence

FF – Furious George

SCROUNGETECH 14 / DEF 12 / TOU 7 / SPD 7 Metal bite 11

Furious Wrath – if last attack missed, gains +1 Attack and +3 Damage

FF – La Grenadier, explosives expert, ape disguised as human

SCROUNGETECH 14 / DEF 12 / TOU 7 / SPD 7 Boom-gun 11

Explosive Vest – all nearby heroes take a smackdown of 12 when the foe goes down

FF – Erik Satie, eunuch sorcerer

SORCERY 13 / DEF 13 / TOU 5 / SPD 7 Blast 10

Anti-Tech – +1 Def vs. Guns, Scroungetech and Mutant powers

Mooks

ATK 8 / DEF 13 / SPD 5

1H = 8 Gorilla flappers (Guns 10)

1H = 8 sorcereous cabals (Blast 9)

Grand Theft Auto Sandboxing

I don’t really like “sandbox” play – where a setting or location is provided with NPCs, some interactions, and the players are left to wander around finding an emergent plot. I think it’s some youthful games of Traveller where my fellow players just traded and avoided any kind of danger, but they’ve always been slow, unwieldy things where the emergent plot hasn’t been satisfying. 

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!

But genuine choice is a real feature of one-shots, which can easily be railroaded affairs, so I’d like to get better at them. So, for one-shots or longer-form games, I present my solution – or at least, the solution to my problem with sandboxes – the Grand Theft Auto Sandbox.

I’ve named it after GTA as that’s the first video game I encountered that looked like this, but it’s generally how open world games are structured now, and I’m sure GTA3 wasn’t the first. In it, as the world opens up, you always have a few missions on your plate, that you can follow in whatever order, some main plot and some side quests. The choice and setting makes for an entertaining game where you really feel in charge of your characters destiny. 

As it’s been developed, in games like Red Dead Redemption you have side quests that turn out to be main quests, and a few branching storylines – all immersing you in the world, and making your characters choices feel important even though they aren’t always.

What’s Wrong With Sandboxes?

Well, there’s a few things, in my experience. Some of these, to some players, may be more feature than bug, but for me they do my head in:

  • PCs, faced with a dangerous and less dangerous option, will always choose the less dangerous first
  • The sandbox often doesn’t change. Whenever you go to the town, it’s often the same location they saw before
  • Side quests are either not present, or too independent of the main plot – they’re either too tempting or not tempting enough
  • The players disagree about what to do. With too many options, it’s hard to see what to do

Building Your Sandbox

  • Have a limited, bounded location. Give some interesting-sounding adventure sites – these can just be names for now
  • Imagine an antagonist, and the plot your PCs will work against. Sketch out some possible escalations of their plan that can happen during the sandbox
  • Add a couple of neutral/antagonistic factions that aren’t the main antagonist that the players can butt up against. Work out how they feel about the other factions, and what they want
  • Prep a straightforward, action-oriented first session that introduces the main factions and locations and sets up a the next two or three options for quests

Playing Your Sandbox

  • Give two or three missions at once. Missions that aren’t picked up may stay available, or may vanish as they pursue others.
  • Steal published adventures for quests – either with or without the serial numbers filed off
  • Have some side quests ready that the players can do at any time. Maybe these have a simple twist ready that link them to the main antagonist – or maybe they don’t
  • Ask the players what they do next time at the end of the session. This way, you only have to fully prep what they’re doing next, rather than the whole shebang.
  • Lay out tracks in front as you go. You might know where you’re heading, but you might also want to play to find out – especially if you’re running a more player-driven game.
  • Occasionally, interrupt and put them on rails – especially if the antagonist reacts. If they’ve been particularly successful against them (or another faction), have the trouble come to them and them have to deal with it

So, there’s my basic principles of GTA Sandboxing. I’m going to provide some more examples later in the week of how to use this in action, and how it applies to a one-shot. If there’s any particular settings or systems you’d like to see use this method, let me know in the comments.

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!

OneD&D: Hot Takes on the Upcoming Non-Edition

The internet and his mother all seem to have an opinion on the latest “D&DNext” iteration – from hoary old grognards comparing it to 2e to players who’ve only ever known 5e reacting angrily at their first encounter with edition wars. And, as with everything on the internet, there seems to be a lot of nonsense being spoken. So, here’s why I think some of those hot takes are going to be, in the words of the Grognards, bobbins. Stay with me while I unpack 5 myths about the latest D&D.

“It’s just a money-making scam!”

Probably not this like this one

Oh my sweet summer child. How do you think Call of Cthulhu got to 6th edition before changing any of the rules? In an industry where it’s pretty tricky to make money, refreshing the product with a new edition is a tale as old as time. Yes, it’s an opportunity for Wizards to make yet more money, but so is everything they do – until the revolution and the socialist TTRPG republic gets formed, selling rules, books, and bumf is what makes the industry exist and bring new shiny product to us.

They’ve waited a long time for this too – 5e will last unchanged for 10 years, and 1st ed. AD&D only lasted 12 before 2e came out (and time was different back then in those days of black and white TVs, so I’m told by my elders). Yes, inevitably there is a business model behind this creative decision, but there is with everything.

“D&D Beyond will spell ruin for local game stores / the print medium / other TTRPGs”

A lot of comments from older gamers on the integration of D&D Beyond miss an important fact – D&D Beyond was already super integrated into the hobby before Wizards acquired it. Go down to your local Geek Retreat and you’ll find keeping your PC on D&D Beyond, and using it to level up, is a standard tool used by players. 

I’m with the grognards in that I like to do my own maths and workings out, and prefer a pencil to a spreadsheet for my character sheet – but the additional integration they are promising is nothing new, and will not be an industry-changing development. If you want to run a published D&D adventure on a VTT, you’d be paying for the pack anyway – this will just add extra integration. Which brings us on to…

“The 3D VTT will spell ruin for all other VTTs / online play in general”

Definitely not like this one

My take on the 3D VTT that’s being talked about is that I expect it won’t be very good, but even putting that aside, the VTT market is hardly somewhere where a new competitor is likely to push everyone else aside. From super-simple systems like Owlbear Rodeo, to brain-achingly nerdy options like Foundry (Roll20 sits in the happy middle ground for me), there’s a wide range of options, and new things being added all the time.

I don’t think the new VTT will be a hit, by the way, because I just don’t think there’s the appetite for a 3D image of the game. A lot of play takes place in theatre of the mind, and D&D’s biggest public image representative, Critical Role, aren’t often counting squares and having 4e-style battlefield fights anyway – I expect a significant proportion of D&D play is theatre of the mind, which will have no interest in this.

Now, there is a scenario where support for D&D drops from Roll20 and the other platforms, but that won’t happen, because the OGL stuff will still be there. DMs Guild is too big a part of Wizards offering for them to let it drop, and the ongoing support it offers for some of its books.

“All my old books will be obsolete”

Okay, this is what a new edition does, right? The PHB, DMG, MM will all be replaced (although I think there’s a fair chance that the more recent designs in Monsters of the Multiverse and other publications have been explicitly designed to be fully compatible)… and they’ve said that other sourcebooks will be backwards compatible. Now, I see commenters doubting this, and suggesting a bit of work might still need to be done, but on the other hand…

Every edition of D&D is backwards compatible. Converting a 1st ed adventure to 5e involves replacing the monsters and traps with their new stats, and… that’s it. As I’d always strongly recommend checking and tweaking the monsters and traps in 5e published adventures (as some are very weirdly balanced), this really isn’t a big deal.

“This isn’t my game anymore! They’ve added tieflings with elf ears and pronouns to the core races…”

Oh shut up. Too right it’s not your game anymore – it never was, anyway. Go and cry about Thaco the Clown somewhere else.

So, I hope that clarifies what I confidently predict won’t happen with OneD&D; watch this space as in a couple of years I may well have egg on my face from this, when you’re reading this on an archived .pdf file within D&D Beyond where all TTRPG blogs now have to hosted. What do you think? Personally, everything I’ve read – including the playtest stuff they are releasing gradually – tells me OneD&D will be good. I doubt it’ll become my best version of D&D ever (13th Age is still there), but, like 5e, I expect a decent system that’s sure to be well-supported with some great stuff. So let’s see.

Running Games At Conventions

We are well into the RPG convention season – a big range of residential cons and one-day meetups are happening, and the schedule seems to be recovering well in the aftermath of Covid restrictions. It’s over 5 years since I first posted about running at conventions, so I thought I’d revisit this, more focussed now on the convention as a whole rather than individual games.

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!

I’m talking here about going beyond just running one or two games at meetups or cons, to being an actual ‘convention GM’ – running multiple games at events, and being a part of delivering the experience of conventions. If you want to do this, here are some tips.

Go To Multiple Conventions

Don’t just restrict yourself to the one meetup – explore online options, too. To get better at convention GMing, you need to practise it, so make a commitment to some conventions and book some games in. Don’t just think of the bigger face-to-face conventions (in fact, these can sometimes be frustrating to GM at) – look at online options and small local one-day cons as well. 

Play (At Least) As Much As You Run

Time was when some convention GMs would sign up to run every slot. You still see this model encouraged by some big cons – UK Games Expo offers free accommodation to GMs who complete such a punishing schedule of GMing. Running every slot is a terrible idea. Conventions shouldn’t be supporting it – I’d be happier if they had a limit on how much one person can GM. Play convention games at the same time, and use this time to research and craft how to run your games.

Run Games More Than Once

As you might think from the name of the blog, I used to just run my convention games once. I happily avoid that now – I have plastic folders filled with prep notes ready to run that I can pull out and revisit for a pickup game with minimal prep. If you’ve got pregens, consider laminating them if you want to use them again to save printing again, and buy some cheap dry wipe markers for players to use. If you’re thinking you’ll run a game multiple times, consider this in your prep and think about multiple means of resolution to keep it interesting for you as well.

One Game A Day

I’d go further than the above and say that one game per day is the standard, baseline you should be aiming for if you want to be a con GM. It’s what I try to stick to, and it helps keep all of those games fresh and perky, and you won’t lose your voice. I occasionally get carried away and make exceptions (running 6 games out of 10 at The Kraken was the result of offering additional games at the event, and even then I did duplicate some systems and prep), but I always regret it if I end up running two games in a day.

Run Parallel / Linked Games

As well as running games multiple times, you can make things easier for yourself by running the same (or similar) systems multiple times. I’ve offered, for instance, three 13th Age games before – which helped me get the system internalised really easily. You can also re-use pregens, and even if you get the same players this will be as much a feature as a bug as they get to see what another character plays like. Again, laminating these is a good move.

So, some tips for convention GMing to step up to being a regular. Conventions need GMs, and it’s great to get more people stepping up to run regularly. Is there any other advice you’d give, or concerns? Let me know.

Temporarily Living, Breathing NPCs – A Deep Dive of Shadows Over Bogenhafen, Part 2

As I talked about here, I’m committing to only reviewing RPG products I’ve actually used – so, run or played – and in Part 1 I talked about how I ran and adapted the second half of the first part of the classic WFRP Enemy Within campaign. If you’re interested in the first half of the first part, you’ll want to look at my deep dive of Mistaken Identity here and here. In this part, I’m going to more generally review the adventure, and see what gems we can steal for our own games from it. It’s in Enemy in Shadows, and is available from Cubicle 7 here.

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!

As with Part 1, below is full of spoilers – if you’re still wanting to play it “fresh,” 35+ years after it was first published, you might want to look away now!

This is, as you’d expect, a well presented adventure – and generally organised well to run it. I did find it a bit of an ovelarge sandbox to work with – as the adventure basically gives you access to the entire city to ask around – but every other section was relatively simple to parse and deliver at the table.

There Are Some Old-School Roadblocks

There’s a couple of structural things that stood out for me that I altered. The whole investigation segment relies on the PCs, after lengthy legwork, hitting a brick wall, and Magerius telling them everything that they’ve been trying to find out. This is weak, and I let my players have a shot at sneaking into the council meeting themselves to find out first hand – a shot that they singularly failed to succeed at, but a shot nonetheless. 

Similarly, when they disturb the Cult of Ranald, as written there’s a weird no-roll-to-prevent bit about being ambushed and tied up, which again is weak, and entirely unnecessary – the Cult are ideal allies later in the adventure. So, again, I took this out. The summoning circle in the sewers has an undetectable (and unopenable) secret door, and an odd roadblock to find where in the city it actually is, which I wasn’t able to find a way around – other than by making sure they had plenty of other leads to pursue when they got back to the surface.

There’s the odd other bit – like the goblin escaping with no roll possible to stop him – I can live with that as a plot necessity to kick the adventure off – but there are points where this adventure shows its age a bit. Indeed, the scene-by-scene progression which started in Mistaken Identity when they were literally point-crawling (or sometimes pub-crawling) along a sequence of encounters makes the loose sandboxing of the exploration segment sit oddly.

Great NPCs – While They Last

As with Mistaken Identity, there’s some great NPCs in here, sketched out well and fun to play at the table. This feels like a living, breathing world; except that many of those NPCs don’t breathe for too long after the PCs meet them. It’s a slight exaggeration to say that everyone dies shortly after encountering the players… but almost everyone does, which gives a grimdark edge that isn’t far from farce at the table. I tried to make sure that some plot-adjacent NPCs survived, just to give some continuity from game to game, but didn’t always manage.

Friedrich Magerius, a deus ex machina clue machine (deceased, obviously)

A Good Sewer Dungeon!

It’s a cliche now, but fighting rats in the sewers really is fun. There’s a plot reason for the sewers to be dangerous (the council has stopped the watch going there so they don’t find their summoning circle), and the sewers feel genuinely alien and weird – while still very close to the city, which as already established, is plenty dangerous enough on its own. 

Fighting a man-sized rat while knee-deep in effluent felt really desperate and dangerous at the table, in part because of the shadow of the disease rules hanging over the players. And encountering the Cult of Ranald’s cellar – and in fact the summoning circle – reinforced that the PCs were very close to the hustling, bustling, dangerous city above them.

Why Stay in Bogenhafen?

Given that Mistaken Identity ends with the PCs being nearly killed by a witch hunter and then saved by a ravening demon of Tzeentch, it’s not entirely clear why they’d want to stick around or poke their heads up investigating stuff around the town. While my players responded well to the expectation that the adventure’s name is Shadows Over Bogenhafen, not Shadows over Weissbruck, there was a bit of dissonance reported from them, with some commenting that even Altdorf felt safer. And they were really scared in Altdorf.

Overall, it’s a good adventure that has just about stood the test of time. I didn’t make as much use of the Grognard Boxes as I did in Mistaken Identity, mainly because they didn’t seem to address the problems I saw in the ways I wanted to, but it ran smoothly and came to a satisfying conclusion. We’ll be revisiting Death on the Reik next year, with a plan to do the whole adventure – so look forward to those write-ups!

Have you run or played Shadows Over Bogenhafen? Let me know your thoughts in the comments.

Cultists, Rats, and Yet More Pubs: A Deep Dive of Shadows Over Bogenhafen, part 1

Shadows Over Bogenhafen is the second half of the Enemy Within campaign for Warhammer Fantasy Roleplay, and follows Mistaken Identity – which I looked at here and here. In the latest iteration of the campaign, the two are folded together as Enemy in Shadows. Enemy Within has a reputation as one of the “great” RPG campaigns, so I played through it with my Tuesday group – you can get hold of it from Cubicle 7 here.

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!

I’ll start by giving you a session-by-session breakdown of how it went, and any alterations I made to the adventure as published. In part 2, I’ll discuss my overall impressions of the adventure. With my Tuesday group, part of our play culture is to share Stars and Wishes at the end of each session, so I’ve folded in some feedback from a player perspective here as well. Expect spoilers – so look away now if you don’t want plot reveals from a 35+ year old adventure!

Synopsis

I ran Shadows Over Bogenhafen over 5 sessions, immediately following the run of Mistaken Identity (5 sessions) – this included a session for character generation and learning the system, and a one-shot when a player was missing, so all told it was 8 sessions of play. We do tend to aggressively pursue plot threads and keep the game going in my Tuesday group (no game suffers from too much pace, as one player is wont to say) – so you might expect it to take a bit longer with a slower pace. 

Session 1 – What Happens in The Schaffenfest…

Following a hook I laid in the previous adventure from the Enemy in Shadows Companion, the PCs went to the Schaffenfest and wandered around trying to find Dieter Rundmann, bumping into various NPCs and being given clues and rumours as to what was going on. Eventually, they find themselves at the circus and agree to track the three-legged goblin into the sewers, in one of the all-time-classic adventure hooks.

I picked out an NPC for each player based on their background and interest, and selected rumours and hints that were actually relevant for this. The Schaffenfest supplies a lot of plot-unrelated trouble to get into, and I did tighten it up a bit with a mission to get them where they needed to go. I introduced a witch hunter as a side NPC at the fair who I failed to give proper importance to later on – I think the players wanted him to be a bigger deal than he turned out to be, but you live and learn.

Session 2 – Under Bogenhafen

They went into the sewers, disturbed some rats, fast-talked their way into the Cult of Ranald, fought a giant rat, and discovered a summoning circle. As expected, a demon appeared, that they fought, before running away to the surface. At some point, they found a dwarf’s body, and the bones of the three-legged goblin. Upon their return, they were assured that the goblin had been found at the docks and dealt with – despite their protestations.

This mini-dungeon sewer-crawl was actually a lot of fun! I ignored the Cult of Ranald advice in the book to have them knocked out and captured (a no-save fun-ruiner) to allow the halfling thief to blather his way into making them allies – a source of information they turned to later in the adventure. The demon fight was a bit of a damp squid with WFRP’s swingy combat swinging in the PC’s favour – the giant rat was more dangerous!

Session 3 – Chasing Shadows

Upon their return, the PCs embarked on a mammoth investigate-a-thon around Bogenhafen. They gradually uncovered the conspiracy in an action-light session that wasn’t really my best work as a GM. It ended with them being invited to dinner with the Guild leader to allay their concerns and a long list of clues that they were just starting to piece together.

The adventure has far, far, more information than even I shared with the players, and a lot more “verisimilitude-clues” than “story-clues” – that is, lots of hints and rumours that add more colour than plot direction. At a different point in the story this might have been fine, but in the context of “there’s a massive ritual about to be done in 2 days time” it fell a bit flat.

Session 4 – The Countdown Begins

After dining with Magirius, who reassured them that all of their solid evidence was merely coincidence, they continued their investigations. Resolving to sneak into the meeting of the Council that Magerius was attending, the fickle winds of WFRP dice rolling led to their discovery in the gardens and a brutal fight and a near-TPK – only Fate points spared their blushes. As they recuperated in a nearby pub, Magerius told them that they were right, and in fact a massive ritual was expected to be carried out – and begged them to stop it!

After the previous session, I shifted my prep notes to use Sly Flourish’s Lazy DM method for structure, and this helped me keep the pace up a lot. Dieter showed up at the start, trying to question them for smuggling, which was a good way to remind them they still hadn’t tied up that original quest and start with a bit of action. A defeat in combat was what we all needed after a few lucky fights, and it felt much more WFRP – and a good emergent story structure to be nearly killed just before the finale.

Session 5 – The Ritual

After finding Magerius dead, and framed for his murder – the least of their worries at this point – they raced to find the location of the ritual and eventually – after the Wizard had discovered some hidden knowledge (hidden in the magic chapter of the rulebook) managed to save the day and disrupt the ritual, saving the town. After which, they resolved to leave forthwith – and a hasty sailing back to Weissbruck, dreaming of a crawl between the three pubs.

As a finale to the adventure, this worked well – the initial scene and chase through the streets pursued by the guards went well, and added a sense of urgency that kept through a pacy finale. As with a lot of the adventure, while stopping a chaos cult ritual is a bit of a cliche, it’s a cliche because in part of this adventure, so we’ve got to forgive it that.

So – five sessions to save Bogenhafen. In part two, I’ll talk about overall impressions, and any big changes I made – or wished I’d made – to the adventure.