Jul 19, 2021 6:27 am
I was particularly impressed with the way Yesterday's Tomorrow handles setting up a oneshot mission. They players choose their playbook and then the players say why their the mission needed a character that fits who they are. This way you don't end up with missions that don't cater to the players, or a player being left out.
Each player adds an obstacle that they are uniquely suited to overcome (the reason they were hired on in the first place) and defines --roughly-- how much of a challenge it is (and therefor how much of a reward they hope to get).
If we have a driver-type character, their player says why a driver was specifically needed.
I have tried to adopt this mechanism into all my games. "Why do they need a necromancer?" "Really? Why did they hire on a sewage process worker for this job?"
Each player adds an obstacle that they are uniquely suited to overcome (the reason they were hired on in the first place) and defines --roughly-- how much of a challenge it is (and therefor how much of a reward they hope to get).
If we have a driver-type character, their player says why a driver was specifically needed.
I have tried to adopt this mechanism into all my games. "Why do they need a necromancer?" "Really? Why did they hire on a sewage process worker for this job?"