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Single-Shots 4 posts Tags: NONE
Posted by ElLoboGordo on Sunday August 17 2008, @06:41PM
Not a One-Shot, but rather a Single-Shot--a one-scene mission that's intended to dump the agents right into the action. How do you feel about it?

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Re: Single-Shots Posted on Monday August 18 2008, @11:01PM
I would say that it would depend on what it's purpose was. If it is for an event at a Convention, I say nay. Because they are traditionally 4 hour blocks of time, and I know some gamers who want them to be even longer then that.

For filler like add on missions to tack onto existing story, (lets say a team breezes through one of our normal sessions, and still has an hour or so left) having those little extras may be exactly what we need, but they would have to be general enough to tack onto existing story, or specially made to fit into the overall theme we are aiming for, but could really fit in anywhere.

Also, they make fun little things that we could eventually compile as a GC resource for helping new GCs starting out. I'd love to see little one mission events that specifically meet each of the dramatic conflicts in the game. Not only because I rarely see most of them used, but because it would be an excellent chance to teach some people how to use them effectively.

Re: Single-Shots Posted on Tuesday August 19 2008, @08:15AM
I like the idea of a tack-on scene.

In my own gameday games, I tend to make 4 scene adventures with one scene that can be dropped.

Perhaps if you have a 3 scene adventure that runs short, perhaps you can have generic or mission specific "epilogue" scenes. Like say a revenge scene where the villains put a revenge hit out on the players.

Not necessarily a tack-on Posted on Tuesday August 19 2008, @08:08PM
A single-shot doesn't really need to be a tacked-on scene (though that's cool, too). Over the course of the Previous Spycraft OP Campaign (which is plenty, and Puma can probably chime in here, too) there were a LOT of missions that were pretty much just one scene already. Maybe two. But the campaign seemed to want to fall into a three-scene pattern, which often led to rushing and handwaving toward the end of the timeslot. I'm just saying that it doesn't have to be three scenes all the time. If the main thrust of the action is in just one scene, why not just skip to that scene?

I do want to make clear that I'm not talking about ditching "full-size" missions. I'm just doing some outside-the-box thinking, and it seems to me that a mission can be full-length and not actually have three scenes in it.

Re: Not necessarily a tack-on Posted on Wednesday August 20 2008, @04:59PM
I can definitely see your point, many a mission I design have one objective and several encounters while attempting to complete that objective which ends up being just one big mission. I'd say that depending on how things work, as long as we cover all the bases, and come up with enough 'just in case' material to make sure the teams are never lacking for stuff to do, go for it.
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