Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
This weekend, I had the opportunity to run REIGN for the first time. We
wanted to get the full feel of the ORE system, so we went for one roll
characters and a one roll company. The next time, I'd probably do the
company first and then set a few dice for character roll-up so that the
characters fit the company envisioned, but in our case, things worked
out quite fine.
In the days before we played, the others popped
some ideas about what they wanted to play, thirty years war, the black
guard and a siege scenario were mentioned. I went into the game
unprepared, having the chance of the dice rolls lead the way to
adventure.
The players had a blast with One Roll Characters. All
of us have a fondness for life path systems, although we're all more
used to more elaborate setups (Artesia, for example). Two of the three
players, J and T, rolled highly similar life paths, so they decided to
play twins. The third player had a somewhat different character, but we
had no problem tying the three together with a shared past. Since all
of them came up with the "abled sailor" or better result, they opted
for a pirate scenario. This was a fateful decision, since I had
acquired the news Pirate's Guide to Freeport in pdf form only two days
before that.
REIGN and Freeport mix well. In case you don't
know; the PGtF is a systemless source book Green Ronin put out recently
to build upon it's adventure and setting line (they plan to make system
support booklets, so they won't be bitten again when D&D gets a new
edition). It has rough sketches of a game world in case people don't
know where to place an island with a pirate/trader port on their game
world's map, and has just enough information to proxy as a generic
fantasy world.
I started in medias res and had the players run
into an ambush of two dozen mooks while they were underway on a
sabotage mission to stop the elven longship to leave the harbor the
very next morning. At first I hesitated to send two dozen mooks against
a group of three PCs, but with a bit of Lie and Intimidate, those two
dozen were two halved dozens before anyone reached combat distance
("You just lead the charge brother, you won't last very long with the
blue pox anyway!"). The rest of the mooks were easily dispatched by the
spear wielding officer and singing herald on one side, and the dodgy
twins on the other. Morale of this scene: If you want mooks to be
effective, take at least ten per PC, they will thin out quickly! In
other words: The mook rules work, and make for heroic entrances.
After
a bit of intimidating interviewing, our little band of maritime
ne'er-do-wells stole a boat and rammed it into the steering rig of the
elven longship, just to realize the sturdy boat they were in was in
fact a smuggler boat with a lot of hidden compartments, so it broke
apart under their feet. With a bit of jumping and acrobatics, two of
the guys got to the quay, while the other struggled a bit. Their flight
from the docks was less than heroic, and one of the ship's guard
managed a lucky slash across the younger twins' face – two wound boxes
of killing damage to the head turned a funny-happy situation into an
"uh-oh" moment – the transition from mook fight to minor npc fight was
quite intense (on another note, I could have send another thirty mooks
with about the same amount of danger, but we already had that, and I
wanted a bit of a real fight).
Be aware though, that I adlibbed a lot regarding the Freeport
background. I mixed and matched stuff so that it fit the players' ideas
(which is just the thing to do for a testing one-shot); i.e. I used
names and positions of freeport npcs, but gave great leeway regarding
their background. Two times I consciously fought the urge of saying
"but it's totally different here in this book, let's do it their way." Both times, we did it our
way, which helped things greatly. One of the players also wasn't really
content with some detail and shortcut a round of changing stuff
realizing that it's only for a one shot; his character wouldn't need
the perfect long time investment setup; I think he would have continued
playing this character just the way he was after the session.
Thus ended the first third of the
game, the second third had a bit of sneaking and stealing action, also
a part where passions came into play (one of the twins realized his
brother's true love – or was it his? they couldn't agree – was in town,
out for vengeance, but his passion was to find true love… maybe she
really loved him after all!), but the group decided to go bust some orc
pirate nests along the elven kingdom's coasts (yeah, they had evidence
the elvish kingdom collaborated with the orcs to go against freeport).
Thus started the final third of the session. With two coffers of gold,
a slave galley, and maps of the orcs' hideouts, they went to the first
two orc tribes and convinced them the elves had been meaning to sell
the orcs' position to Freeport to improve the diplomatic relationship
between both nations, and also that the other three orcs had known of
this plan and would be given the remains of these two tribes.
With
this setup, they went out and raided three other orc harbors,
effectively killing the orc pirate problem at it's roots. The last
third was dominated by highly creative planning on the players' part
and culminated on a total of seven company-level rolls which showed us
how good the plan worked (it was flawlessly!).
Conclusion: The
players loved their characters and played against usual type when the
One Roll Character generation showed them other ways, we had loads of
fun, and the conclusion of the adventure with the company rolls (and a
bit of rough sailing/rowing the galley through a storm to get rid of
the repaired elven longship that was waiting to get the guys at sea)
was highly satisfying. Great game!