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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 Seið, 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.

Categories
Story games Tabletop RPGs

Mapping with index cards, and Jedi Blackbird

John Aegard has produced some really cool stuff, including two resources that jumped out at me: Jedi Blackbird, a Star Wars hack of Lady Blackbird, and a collection of tips for running a Dungeon World one-shot.

Jedi Blackbird

Jedi Blackbird is more structured than its inspiration, but only a little. That’s a good thing: Lady Blackbird is brilliant, but I want a hack of it to do something more than just reskin the characters and call it a day. Jedi Blackbird does more.

It’s still every bit as delightfully brief: two pages of sparse background, one page of GMing notes, and the characters. Boom.

The added structure comes from the premise:

NOW, word has arrived from the distant Outer Rim that the renegade padawan ORDO VALLUS has established a holdfast on the junk world of KONDU. The Jedi Council has hastily dispatched three Jedi aboard the starship BLACKBIRD. Their mission: to bring Vallus back to the Jedi Temple on Coruscant, where he will stand trial.

Vallus has an agenda; it’s covered in the GMing notes. The PCs are on a mission, and on a specific planet, which fits well for Star Wars. But beyond that, things are wide open — there’s no plot to follow, no rails to ride. (JB tweaks more things about LB than just the setting and structure, too; those are also in John’s notes.)

I’ve already printed this out and added it to the folder full of zero-prep games that rides in my gaming bag.[1]

Index card mapping

I dig Dungeon World, and John’s tips for fitting a satisfying, emblematic DW experience into a typical four-hour convention event slot look good to me. But what really grabbed me was his mapping technique, which uses index cards.

Here’s why this sounds amazing:

The map will be a grid of index cards arranged where everyone can see. […] A map made of cards is super flexible and totally lets you earn your Draw Maps While Leaving Blanks merit badge. See, if you want to add a location between two other locations while you’re in the middle of play, you can just insert a card in between those two locations.

This turns the map into a pointcrawl, a variation on a hexcrawl that uses more abstract mapping and travel rules, on the fly.[2] Which is brilliant!

For a longer-term game, pin the cards to a corkboard or stick them to the table (or a portable surface) with poster putty (paid link). Or hell, just take a picture of the map and rebuild it for each session (until it gets large enough to need a more streamlined solution).

This is one of those mapping techniques I can’t believe I’ve never thought of using before. It has so many applications to different types of game, and it’s right up my alley.

[1] I suspect I’ll write a post about that folder before too long. I love zero-prep grab-and-go games!

[2] The pointcrawl series on Hill Cantons is a great look at this style of play.