So this is something I’m mostly thinking of in the arena of PBTA at the moment (because that is just where my design head is). But I’m really interested in the idea of creating scenarios for one shot play for PBTA games. Because that sprawling world building phase at the start which is so cool for setting up a campaign with lots of buy in, doesn’t work so well in a 3-4 con slot.
So I’m thinking about how to create scenarios to make it easy to play a satisfying PBTA one shot.
- Grabby setting that is simple that everyone can easily get into.
- Central Provocative Question (CPQ) - this is a question which is baked into the game e.g. in a Monsterhearts game it would be “Who will be Prom Queen?” in Bite Me! it is “Who will replace the Alpha?” - then gear the play around answering that question.
- Enough gaps in the setting that the players are creating some stuff at the table (and therefore feel they are getting to own part of the setting) but make sure that what is created slots into the setting and points back at the CPQ. The gaps are there to marry up a sense of player ownership with the existing material.
- Always leave relationships to be created at the table and make sure they are oriented at the CPQ. But put in guidance for the MC on how to make sure it is all relevant to the CPQ
- Produce a sideboard of material for the MC e.g. if this is a historical/geographically important game draw out a list of appropriate names, cultural touchstones, evocative details which will help the MC make the world smell real. E.g. my Wolfshead scenario for Bite Me! is set at a time in England where successive Kings spent 200 years deliberating (and ultimately successfully) exterminating Wolves from the UK (this is a high tension detail that ratchets up the pressure on a Werewolf Pack).
- A punchy opening scene set up - no time to ‘follow the player characters around’ for a couple of scenes to see their daily life. Start with something that hits directly into the action you are aiming for
This way of designing modules absolutely plays into my biases - I like my games to be heavy on inter personal drama so that is the lens I look at play through. But it also hits the table with a grabby concept for the players to get excited about, and support for the MC to deliver that concept in a satisfying way that plays out well for a one shot. You could probably turn it into a campaign… but I’m not sure for a PBTA-style game you’d need much more than the initial scenario set up for a campaign - since the play to find out aspects would probably take over at that point.