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"One Shot" starts out as a generic RPG framework. What sets it apart is the fine tuning and GM advice for single-session games, especially the notion of being consistent just within the game session. This is very liberating because, as the author notes, a lot of effort in a typical RPG is put into creating a whole consistent game world that must support long campaign play. From that premise, the author presents a simple set of rules for character creation and conflict resolution.
The fact that characters may have distinct and arbitrary abilities makes me think that the system will work better with pre-generated characters. After all, freeform abilities mean the GM will have to discuss with each player to avoid inbalance and abuse, and such a lengthy process doesn't make sense for a one-shot game.
Conflict generation is a straightfoward d12 roll and there really is no need to get any more complicated as characters won't grow in power over a campaign etc. One thing I found missing is the use of Areas of Expertise. They seem to be descriptors that allow an automatic success for a character in certain circumstances but the text isn't really clear. In any case, the game will probably work just as well if they are not used.
All things considered, One Shot is an interesting read whether to use the proposed system or just the advice for one shots that may be applied to other games. As a game system, it is not for beginning GMs as there is a lot of planning and decisions to be made to flesh out an adventure.
Wertung: [4 von 5 Sternen!] |
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