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Story games Tabletop RPGs

My “go folder” of zero-prep, zero-notice RPGs

Attending Go Play NW prompted me to rebuild my “go folder” — the games I can run on zero notice, either by grabbing the book (and having everything else in the folder) or because the whole game is in the folder.

All of them are self-contained, require no prep from anyone, can be played in a session or two, and come packaged with a premise/hook to get us rolling.

The games

My go folder contains the stuff I need for these seven games, each in its own pocket (plus characters, blank paper, and stuff for my group’s ongoing games in the other pockets):

  1. Lady Blackbird (whole game), a steampunk game with a pregenerated cast that nonetheless plays out entirely differently every time, and which somehow managed to fit the core rules onto every character sheet without impeding usability. So, so good.
  2. GHOST/ECHO (whole game), a two-page RPG that kicks off with a bang: “WHILE HUNTING FOR LOOT IN THE GHOST WORLD, YOUR CREW WAS SOLD OUT. YOU’VE WALKED RIGHT INTO AN AMBUSH, WITH HUNGRY WRAITHS ON YOUR HEELS.” I haven’t played this one yet.
  3. Jedi Blackbird (whole game), a Star Wars (Old Republic era) hack of Lady Blackbird. I haven’t run this one either, but I posted about it on Yore.
  4. Ghost Lines (whole game), another John Harper game (because John is amazing at designing this style of game), this one about hunting spirits in a setting where they’re “free to roam the world since the gates of death were broken in the cataclysm.” The game assumes you’re familiar with Apocalypse World; I haven’t gotten to run it yet.
  5. DCC RPG (whole game), condensed down into a convention funnel edition, including The Portal Under the Stars and a stack of pregenerated peasants. Funnels are a hoot, and this short one is excellent; for a longer option, I could grab Sailors on the Starless Sea.
  6. Psi-Run, one of the only RPGs I rate a 10/10, because it’s perfect. The PCs are pyschic escapees from some sort of sinister program, being pursued by relentless Chasers, and if they get caught, they lose. Starts with the tension already ratcheted up to about an 8, and goes from there.
  7. Love in the Time of SeiĆ°, which is based on Archipelago, a Norse-themed Shakespearean tragedy that spirals into blood and death. I played this at GPNW, and it was amazing. All of the characters start off beautifully dovetailed with one another, and there’s almost never any downtime.

I would literally be happy to run any of these games right this hot minute.

The folder

I use an Esselte Oxford poly 8-pocket folder (paid link) as opposed to a multi-pocket folio, because in my experience those tend to smush pages unless I’m extremely careful with them (which I’m not).

This one lays flat (coil binding!), holds a ton of stuff, and has bounced around in my gaming bag for the past year with no signs of wear. It’s now tucked away in my new gaming bag — poised, catlike, ready to pounce on gaming opportunities with no notice whatsoever.

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DCC RPG Tabletop RPGs

DCC RPG: convention funnel edition

When I thought about what I wanted to be able to run on short notice at Go Play NW, if the opportunity arose, DCC RPG was on the list — except I didn’t want to carry the whole rulebook.

Having already trimmed the rulebook down to 18 pages, I wondered if I could go even lighter by printing out a version that only includes the rules I needed to run a funnel. There’s stuff in the “core 18” pages that doesn’t apply to funnels, but for a pickup game with strangers I’d also want a few other things included. Here’s what I came up with.

Funnel packet

So what’s in the pile? Seven things (starting in the bottom left in the photo, and working deeper into the pile):

  1. A stack of pregenerated peasants, produced using Purple Sorcerer’s o-level party generator[1] and then cut out, so that we could draw randomly for everyone’s PCs (which feels appropriately DCC).
  2. The 12-page convention funnel edition of the DCC rules, which is only the stuff you need to run pregenerated peasants, and nothing else. Setting aside the cover pages (use whatever you like), and using the printed page numbers from the 4th printing (not the numbers my PDF reader assigns), that’s:
    • Skill checks, pp.66-67
    • Equipment and related rules, pp.70-73
    • Combat, pp.76-82
    • Damage, healing, and other misc. rules, pp.93-96
  3. The Portal Under the Stars, a fantastic funnel, printed straight from the core rulebook (pp.452-456); ideal for a short session.
  4. A second funnel option, Sailors on the Starless Sea, which I haven’t run before but have heard only good things about; ideal for a longer session, at least four hours.
  5. A character creation packet, pp.18-24,[2] in case we decided to make characters. I wanted to have that option, because making funnel PCs is fun.
  6. Extra copies of the occupation tables, pp.22-23, because experience has taught me that having more than one of these available is a big timesaver.
  7. A few blank “four-up” 0-level PC sheets, also from Purple Sorcerer, which are hiding at the very bottom.

The whole idea is to reduce size and handling time. If I was less concerned about carrying stuff, I’d have stuck the pages in a binder; keeping them as little packets made them smaller. Making packets also helps with handling time: Not creating PCs? Set that packet aside, and now I don’t have to flip past those pages to look up rules I actually need.

I didn’t wind up running DCC at the con — my lone pickup session was of another game I’d brought, The Quiet Year (one of my favorite RPGs). But the next time I need my “convention edition,” it’ll already be there in a tidy little stack, just waiting to mangle some peasants.

[1] With the option to only show Luck modifiers if they matter turned on, because those are just noise to first-time players.

[2] This could easily be included in the main packet, and it does contain rules that aren’t unique to character creation — stuff about saving throws, etc. I’ve run enough DCC that I don’t need these basics handy.