So I ran some demo games for a company at a recent convention, the Fallout RPG and Star Trek Adventures, and Iโve been thinking over the experience. The challenge I had was the games were supposed to be only one-hour-long introductions, and the sample adventures provided were all uniformly railroads. My problem with having a strict time limit is that itโs easy to fall into the trap of wanting to provide a full experience for the players, and so to plan in too much detail; specifically, plan some kind of exciting climax that will be satisfying for everyone. Now, of course thatโs railroading, because with that as a requirement as the GM you have to try to keep everybody โon trackโ to get them to that spectacular climax (and on track by a certain time!), and if they go โoff trackโthey wonโt get to that special thing that you have prepared for them. So resisting this was a struggle I had in prepping for these games.
So the headspace I had to get into was, just prep something basic, and then whatever happens, happens. As long as the players get to see how the rules work, it would be a success. So I looked at what I had to work with. One of the pre-scripted adventures for Fallout had some promise – there was potential for an interesting situation involving a conflict between three different factions. There was a woman who had a secret, some Raiders who wanted that secret from her, as well as a synthetic man who wanted the same thing. The location was in a open vault in the wasteland.
So what I did was, I added a little bit more about the motivations to each of these NPCโs, fleshed out the structure of the vault a little bit more, and decided to go with the initial opening scene of the scenario: each of the player characters had heard the sound of gunfire and shouts, and approached this area upon where they saw each other, and the open vault. Then I figured weโd go from there.
So what happened in play was the player characters met on a hill in front of the vault, where they were introduced to each other. Then rather quickly, raiders challenged them. Now, in the written scenario, the Raiders simply started shooting at them right away. I wanted to change it so that they would challenge them instead, partly so the players would have more options. But from behind the scenes, what I was thinking was this: the Raiders were after the woman with the secret; they see this group of people on the hill, and are concerned they might be after the same thing. But they didnโt know that for sure; if they could just confront the player characters and shoo them off, that would accomplish their goal just as well. In addition, this provided more options to have things go another way; the players might decide to join the Raiders, or do any number of things left up to their imagination. However, in actual play, in general the players decided simply to fight the Raiders as soon as they saw them. Combined with the initial introduction, this combat usually took up most of the hour, and I didnโt really get to see how things went from there.
There was one exception, where the players were having such a good time that they wanted to keep playing. There was no one immediately signed up for the next hour, so we could continue. This turned out to be the most fun game I got to play that weekend. Fortune favored the group, and we even happened to reach a natural conclusion to the game – the woman with the secret died, but trusted one of the player characters enough to reveal the secret to her. In fact, we enjoyed the game so much, we made plans to stay in touch and game after the con.
So one of the things I want to ask is, for short games of about one hour or so, does anyone have any tips on on how to to run such a thing, or do I have the right idea and itโs just prep some kind of a simple conflict, in some interesting location, and just see how things go from there?
My other question is a little complicated, I guess. So Fallout, which uses a version of the 2D20 system, is usually not something I would personally enjoy; itโs just not the type of game I would have classified as being my type. Yet for some reason, I quite enjoyed it. I donโt understand why, however. Normally, I find things like dealing with hit locations to be a tedious bore. Having to roll to hit, having to roll damage, and the. hit location in addition has been in my experience too much of a drag. In Fallout everyone has armor protection that varies by location, so the location actually does matter; I couldn’t simply ignore it.
In this game, I enjoyed how much the players liked it when they did things like chop off an opponents limb, for example. So part of my enjoyment may have been how much fun the players got from it. Another element was the way Fallout used action points. This is similar to Star Trek Adventures with momentum and threat, but I found that Falloutโs use was a little more intuitive. As the GM, I got a bunch of action points per player, plus you get also get action points when you roll more successes than you need above the difficulty. Action points give you the ability to roll more dice, and to roll more damage dice, which as a game mechanic is not that unusual. But they also let you take more actions of different types. As GM I could store up the action points and then use them to really make it hurt when it counted, and I definitely found this aspect fun.
Usually, I have been suspicious of things like action points. One of my personal issues with gaming is being afraid of having PCs fail too badly, and I think this is not something that is unique to me; a lot of games are written as if the designer was afraid of PCs failing, and often things like hero points or luck points are introduced to keep players from ever failing at all, or to reduce the significance of failure to the point where it has no real consequence. One of the things that I personally learned from my experience in the frog pool game, was about how negative I was about players failing, and that I would not let myself enjoy the game if I or other players failed significant rolls. So being able to enjoy the game when failure happened was something that helped me enjoy gaming much more. Anyway, so I was very skeptical about action points in the beginning, because I figured it was just another way to mitigate or negate failure. However, in this game, it didnโt seem to have that effect at all: you could not use your action points to save yourself. You could only use them to increase your chance of success, or increase its effectiveness. There was also an option to spend action points to add elements to the story (โthereโs a hidden entrance here,โ and so forth).
Anyway, I appreciate any thoughts or feedback you have on this. I signed up to do this again at an upcoming con, but Iโve been able to arrange for two hours slots instead of one hour.
5 responses to “Running Fallout at a Con”
Iโm glad you posted this.
My take is straightforwardly โyes.โ Here are some scattered thoughts.
One hour is definitely lean, for this kind of situation with differing agendas and some maneuverings about them. I might start completely in the thick of things, beginning when a key piece of information is revealed, focusing less about how we come into conflict and more on what happens within and from it. That means content which is more rich than โnow weโre in the fight, side A vs. side B, now we grind to win it.โ
For action points or story points or any similar-named and functioning thing, I think youโre right that โdo a thingโ functions are better than mitigation. Posts and discussions here have shown me that they need to be scarce (as in James Bond 007), or unpredictable (Luck in Space Rat, Karma in Marvel Super Heroes).
It will be useful some day to spread-sheet out (and play) the various applications of Momentum and Threat in the Modiphius games. I didnโt like them very much in Star Trek Adventures, for example.
My last thought is for the content to feature something specific that you personally, self-only, entirely want to play. For me, itโs often a character whose attitudes are intuitive for me to play, but I really donโt know what theyโll do, not even if-A then X if-B then Y. Sometimes itโs more diffuse content like my snarky satire of Swedish culture in the Space Rat scenario, again, because I โfeelโ it and because I canโt anticipate exactly how it will apply given what the characters do.
Thanks so much for that! Starting in the middle of the action is a great idea I hadn’t considered.
Regarding more rich content than being the winning side in a fight, I gather that means the fight being about something other than survival – like, weโre trying to rescue this person, abscond with the MacGuffin or keep the other side from getting it, or we need to get through this area because we want to accomplish objective X, etc. Am I on the right track there or did you have something else in mind?
I am reluctant to continue because our tendency, you and me, is for the dialogue to go deeper into smaller circles, over and over. Your post, in the context of less dialogue with me in the past year, indicates to me that youโre better off working it out on your own, through activity.
Iโll try one thing, and ask that itโs not for belaboring here, but for you to take with you and maybe to throw away if it seems to make no sense after some examination. Iโm focusing on the last point: playing the thing you like. To do so requires putting aside all intentions toward some later point in play, even a sentence or two later. Instead, at the moment, when you are playing [whatever it is], invest solely in what you find the most appropriate and self-indulgent in doing so, whatever makes sense to you that this entity would do or say right at this time.
I think thatโs the most important thing. If the concept makes any sense, and I mean later, not right now, then you might apply it to the โmiddle of the actionโ and โwhat the fight is aboutโ in a real-world play-situation better without my attempt to explain and explain.
Just to be clear, for me RPGs are a much-loved hobby, not a business, and occasionally playing – or even discussing -them has to take a back seat to more pressing concerns, from work to family matters to health issues to activism and so on. So I am not sure what to make of the inference from โI haven’t dialogued much in the past yearโ to โtherefore I should stop trying to dialogue or ask questions now.โ But I will accede to your wishes and stop.
Itโs not an accusation. I donโt think Iโm good at helping you or mutually communicating with you. This very exchange is an excellent example. Iโm saying youโve done better without me.