Andreievitch 239 Posted January 7 I would like to run "Forgotten" as a one shot, and am looking for advice from anyone that has run it before. The problem I have is that I need to fit the game into 5 hours, no option for longer, or to break into sessions. it needs to be one 5 hour session (its for a mini-con). For those that have run the game before, what sections do you think I could drop to have it run ok still? TIA Share this post Link to post Share on other sites
Daeglan 3,812 Posted January 7 1 hour ago, Andreievitch said: I would like to run "Forgotten" as a one shot, and am looking for advice from anyone that has run it before. The problem I have is that I need to fit the game into 5 hours, no option for longer, or to break into sessions. it needs to be one 5 hour session (its for a mini-con). For those that have run the game before, what sections do you think I could drop to have it run ok still? TIA You can Ask Chris Witt over at the Order66 facebook page. He is pretty responsive. 1 Andreievitch reacted to this Share this post Link to post Share on other sites
Andreievitch 239 Posted January 7 1 hour ago, Daeglan said: You can Ask Chris Witt over at the Order66 facebook page. He is pretty responsive. Email sent already and awaiting a reply 1 Daeglan reacted to this Share this post Link to post Share on other sites
Donovan Morningfire 8,644 Posted January 7 Fair Warning, bit of Spoiler Talk for those that have not either played the module in question or not listened to the Order 66 live play of it - - - - I think the main concern with a five hour time limit is the need to keep the players moving and avoiding them getting caught up in "analysis paralysis." Which given they're playing characters that don't remember anything about themselves, is something that is very likely to happen. One possible method to help speed things up is to include symptoms of their impending demise, such as random bleeding from eyes/nose/ears, along with Resilience checks (no upgrades, low difficulty at first, but increasing as you get closer to the 5 hour mark). That may help get them in gear, especially if they find out early on that they're dying from something and that there is a possible cure. You could cut out the whole bit with Garbolla and the assault on his casino, and find some other way to get the PCs a ship and off to the final encounter. That would probably help speed things up a fair bit. 1 Andreievitch reacted to this Share this post Link to post Share on other sites
Andreievitch 239 Posted January 8 Thanks @Donovan Morningfire. I love the idea of them feeling symptoms early. I might do that via a Resilience check after each scene, that increases in difficulty during the game. Failure adds Setback at them to show the seriousness, but I will allow a stimpack to "temporarily" remove the setback. So far I am thinking of dropping the following to shorten the game Space combat in 1st scene - I wont drop altogether, just make it shorter Cut the Garbolla scene considerably Condense the last act I have my editors pen out and looking at it now! Share this post Link to post Share on other sites