I finished my one shot of the Watch and I think it went well especially considering that none of my players knew…

I finished my one shot of the Watch and I think it went well especially considering that none of my players knew…

I finished my one shot of the Watch and I think it went well especially considering that none of my players knew what they were getting into. Two were friends of mine and didn’t care what I ran and three others wondered in after an L5R game was cancelled and I said they could fight the shadow in my game instead.

I ran the game using the one shot advice so two missions bookending freeplay. The mission took about 30 minutes each and the free play about 2 hours.

One of the players said he would have liked to spend more time on the missions and roleplaying them out. I remember comments about this happening in the longcon game at BBC.

I was wondering if anyone had any advice for running extended mission scenes?

3 thoughts on “I finished my one shot of the Watch and I think it went well especially considering that none of my players knew…”

  1. That’s a really good question. We never spent much time on this during design as quick missions was always part of the core concept for us. I think choosing Roles to start things off first, then approaching things more freeform from there. So like bring in all the other moves during those scenes between rolls and cap them off with the actual mission roll itself determining the overall outcomes.

    For example, during Recon and Lookout, Shiri – who is in charge of scouting this mission – and Locha – who is Watching Their Backs – can have a scene together using all the regular moves, but the scene ends with the core mission move.

    Just an initial thought.

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