How to encourage behaviour in a one shot
XP is (and maybe you want to argue me on this) a way of encouraging style appropriate behaviour in an RPG. You act in a certain way, you get the carrot of a measurable reward. D&D is about fighting monsters, so you get XP for killing monsters. Dungeon World is more about character interaction while you’re killing monsters, so you get XP for resolving your bonds.
But without advancement, XP has no meta purpose. You can’t use it for anything, so the little buzz from getting it is gone.
So: is there a similar system that can be used in a one shot? Some sort of near-tangible *ding* moment for a game that will never have any advancement? Is In-session advancement the solution?
When I run NWoD games as one-shots, I give points of willpower instead of XP for hitting the standard XP gain conditions. Maybe you could do something similar with DW: if they roll a 6- or hit their alignment move, give them a token they can cash in for Advantage on a move (i.e. roll 3d6, take highest 2).
When I run NWoD games as one-shots, I give points of willpower instead of XP for hitting the standard XP gain conditions. Maybe you could do something similar with DW: if they roll a 6- or hit their alignment move, give them a token they can cash in for Advantage on a move (i.e. roll 3d6, take highest 2).
Fan mail?
Fan mail?
I think this is always an inherent problem with one-shots. Players are less motivated to stay alive/act moral/work with traditional RPG motivators. Maybe:
1. James Iles idea about tokens are good.
2. Put quarters on the table. Anyone who survives get to split the $$$.
3. Stamps or stickers like video game achievements (I’ve thought about doing this for PAXSouth):
– First Blood: Kill the first monster with 2+ HD
– Scrooge McDuck: End with the most gold
– Whoops!: Set off first trap
– Dead or Alive: Survive (or not) the one shot
– Saint or Sinner: Was the most moral/immoral
I think this is always an inherent problem with one-shots. Players are less motivated to stay alive/act moral/work with traditional RPG motivators. Maybe:
1. James Iles idea about tokens are good.
2. Put quarters on the table. Anyone who survives get to split the $$$.
3. Stamps or stickers like video game achievements (I’ve thought about doing this for PAXSouth):
– First Blood: Kill the first monster with 2+ HD
– Scrooge McDuck: End with the most gold
– Whoops!: Set off first trap
– Dead or Alive: Survive (or not) the one shot
– Saint or Sinner: Was the most moral/immoral
Warren Denning I like that sticker/achievement idea! I’m imagining a Games on Demand setup where people might play multiple one-shots over the course of a con and accumulate achievement stickers on their bag/binder – best if organised beforehand I guess.
Warren Denning I like that sticker/achievement idea! I’m imagining a Games on Demand setup where people might play multiple one-shots over the course of a con and accumulate achievement stickers on their bag/binder – best if organised beforehand I guess.
James Iles Yeah I think it could be really fun as well. I’d also want a big DEAD stamp to slam down on people character sheets. I think it would create a really nice “con item” as well. Something tangible but very personable.
James Iles Yeah I think it could be really fun as well. I’d also want a big DEAD stamp to slam down on people character sheets. I think it would create a really nice “con item” as well. Something tangible but very personable.
You can always borrow the “Hero Point” (Pathfinder alternate rules), “Fate Point” (FATE), “Bennies” (Savage Worlds) etc. idea that shows up in other systems.
Tell the the players that every time they do a cool thing, they’ll get a point. A cool thing could be great role play, adding to the fiction, doing something that isn’t in their best interest, driving towards a belief or bond, exercising a character weakness, or doing something that puts the player at a disadvantage. Basically, tie it to the mechanics of the game that you want to exercise or to the behavior that you want to see more of.
Then allow them to spend points to get out of a jam, move up one success tier, have a bonus to a crucial roll, or to advance a level during play when fictionally appropriate (you may charge more points for this), etc.
If you are in a physical space, toss them a poker chip or coin or some other physical manifestation of the “point.” That’s your ding. If you are not in a physical space, find some other way to acknowledge the transaction. You want the economy of exchanging points for play to be established as it will also signal what is important in the game to the other players.
You can always borrow the “Hero Point” (Pathfinder alternate rules), “Fate Point” (FATE), “Bennies” (Savage Worlds) etc. idea that shows up in other systems.
Tell the the players that every time they do a cool thing, they’ll get a point. A cool thing could be great role play, adding to the fiction, doing something that isn’t in their best interest, driving towards a belief or bond, exercising a character weakness, or doing something that puts the player at a disadvantage. Basically, tie it to the mechanics of the game that you want to exercise or to the behavior that you want to see more of.
Then allow them to spend points to get out of a jam, move up one success tier, have a bonus to a crucial roll, or to advance a level during play when fictionally appropriate (you may charge more points for this), etc.
If you are in a physical space, toss them a poker chip or coin or some other physical manifestation of the “point.” That’s your ding. If you are not in a physical space, find some other way to acknowledge the transaction. You want the economy of exchanging points for play to be established as it will also signal what is important in the game to the other players.
Sub
Sub
In my Fouth World hack, I expanded the rules for preparation (which are so lame that most people don’t even know they are there) into the terribly named “karma” concept that people apparently expect in Earthdawn. Points of this can be used to boost a roll, sometimes buy more hold for certain talents, and so on.
Basically, it is a currency for occasional buffing. In theory, awarding a point of it in a one shot instead of XP would allow someone to use it that session.
But…
a) Earthdawn is a more heroic type of fantasy than Dungeon World, so buffing may not match your tone.
b) it adds additional crap for players to track, so may be self defeating with players new to the game.
(…and I can’t remember if the most recently published version of Fourth World has all the karma stuff in it.)
In my Fouth World hack, I expanded the rules for preparation (which are so lame that most people don’t even know they are there) into the terribly named “karma” concept that people apparently expect in Earthdawn. Points of this can be used to boost a roll, sometimes buy more hold for certain talents, and so on.
Basically, it is a currency for occasional buffing. In theory, awarding a point of it in a one shot instead of XP would allow someone to use it that session.
But…
a) Earthdawn is a more heroic type of fantasy than Dungeon World, so buffing may not match your tone.
b) it adds additional crap for players to track, so may be self defeating with players new to the game.
(…and I can’t remember if the most recently published version of Fourth World has all the karma stuff in it.)
For one shots or limited sessions, I quite liked Jason using keys for advancement.
For one shots or limited sessions, I quite liked Jason using keys for advancement.
Sub
Sub
I have never used Awesome Points in DW, but I predict it would be awesome:
oldschoolhack.net – Old School Hack/
I have never used Awesome Points in DW, but I predict it would be awesome:
oldschoolhack.net – Old School Hack/
To a certain degree, I think most of this could be handled up front by the GM stating the expectations of the game. I know when I run a one-shot, it’s either for my regular group and I have to explain the game anyway, or it’s at a con where people are choosing to show up to my game. I always take the time to go over the type of game it is and compare it to some sort of movie, show, book that will help people immediately get the tone we’re going for.
Bennies, plot points, action points, etc. are a great physical mechanic to help reinforce good behavior, but you can also do the same thing with the way you respond to the players doing the right thing. Make sure you’re not rewarding bad behavior by focusing too much in-character/game work on trying to course correct them, and therefore ignoring the players who get it and are in the right head space.
There’s also nothing wrong with having an out-of-character moment and say, “Hey, this isn’t really a murder-hobo game.” Just as stating the tone you’re going for up front is essential, it’s also okay to tell someone when they’re way behaving in a way that’s negatively impacting the game.
Of course, if ALL your players are off course, you might not have set up the game properly..
To a certain degree, I think most of this could be handled up front by the GM stating the expectations of the game. I know when I run a one-shot, it’s either for my regular group and I have to explain the game anyway, or it’s at a con where people are choosing to show up to my game. I always take the time to go over the type of game it is and compare it to some sort of movie, show, book that will help people immediately get the tone we’re going for.
Bennies, plot points, action points, etc. are a great physical mechanic to help reinforce good behavior, but you can also do the same thing with the way you respond to the players doing the right thing. Make sure you’re not rewarding bad behavior by focusing too much in-character/game work on trying to course correct them, and therefore ignoring the players who get it and are in the right head space.
There’s also nothing wrong with having an out-of-character moment and say, “Hey, this isn’t really a murder-hobo game.” Just as stating the tone you’re going for up front is essential, it’s also okay to tell someone when they’re way behaving in a way that’s negatively impacting the game.
Of course, if ALL your players are off course, you might not have set up the game properly..
If the system you’re running earns XP in play (instead of at the end), you can always allow them to spend XP for rerolls or bonuses
If the system you’re running earns XP in play (instead of at the end), you can always allow them to spend XP for rerolls or bonuses
Worth mentioning this isn’t for DW, it’s for a PBTA game I’m designing. The reason it’s one shot is that most of the characters will be dead by the end of it.
+Jason Cordova That’s from Prime Time Adventures, right?
Warren Denning That’s a great idea but I think it clashes with the tone I’m going for (which I hadn’t specified previously ). Would be awesome for a con.
Lester Ward Jim Jones This being a tragic horror game, buffs (which normally would work great) are kind of out.
Fraser Simons How do keys work? I’ve not heard of them.
Angela Murray Oh absolutely this as well. But I wanted to add a mechanical foundation too.
Worth mentioning this isn’t for DW, it’s for a PBTA game I’m designing. The reason it’s one shot is that most of the characters will be dead by the end of it.
+Jason Cordova That’s from Prime Time Adventures, right?
Warren Denning That’s a great idea but I think it clashes with the tone I’m going for (which I hadn’t specified previously ). Would be awesome for a con.
Lester Ward Jim Jones This being a tragic horror game, buffs (which normally would work great) are kind of out.
Fraser Simons How do keys work? I’ve not heard of them.
Angela Murray Oh absolutely this as well. But I wanted to add a mechanical foundation too.
PS Thanks for all the responses!
PS Thanks for all the responses!
Oli Jeffery Keys are story elements that, when reached, give out XP. They can also be specific things the players are wanting to have happen to them or by them in the fiction. They’re basically specific fictional flags that are “keyed” to either be player facing or MC facing and grant XP each time or via milestones. In one-shots I think it’d be perfect. Worked super well when Jason used them in Tremulus.
Oli Jeffery Keys are story elements that, when reached, give out XP. They can also be specific things the players are wanting to have happen to them or by them in the fiction. They’re basically specific fictional flags that are “keyed” to either be player facing or MC facing and grant XP each time or via milestones. In one-shots I think it’d be perfect. Worked super well when Jason used them in Tremulus.
Oli Jeffery what if you had a heartbeat counter? Characters will die after X time so they need to take risks or find clues to fill this pool (actually sounds like a neat game in itself) to make sure they can make it.
Oli Jeffery what if you had a heartbeat counter? Characters will die after X time so they need to take risks or find clues to fill this pool (actually sounds like a neat game in itself) to make sure they can make it.
Warren Denning Lacuna does something similar to that, to stay in the dream world you need to keep your heart rate steady or you’re ejected.
Warren Denning Lacuna does something similar to that, to stay in the dream world you need to keep your heart rate steady or you’re ejected.
I like to let them advance quickly. What the translates to in DW is a new advanced move each time they gain XP. That doesn’t mean they level up per-se, but having a chance to quickly play through a class during a oneshot is nice.
I like to let them advance quickly. What the translates to in DW is a new advanced move each time they gain XP. That doesn’t mean they level up per-se, but having a chance to quickly play through a class during a oneshot is nice.
Robert Doe, that’s a cool idea. It reminds me of a feature of Old School Hack, where you can spend Awesome Points to use one of your advanced moves one time.
Robert Doe, that’s a cool idea. It reminds me of a feature of Old School Hack, where you can spend Awesome Points to use one of your advanced moves one time.