I've been thinking a lot lately about systems that are designed to just work for one-offs, rather than running a one-off of what could system-wise be a normal open-ended type of RPG. So what I mean is, the actual system includes character setup, sharing of attention, scene structure and narrative closure which will naturally fit a one-off's timescale.
If the one-offness is designed into the whole game from the start, not just into the scenario, then you much reduce the risk of scenes over-running, players wandering off into side-alleys or dawdling on the main plot, etc.
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Date: 2011-07-11 10:41 am (UTC)If the one-offness is designed into the whole game from the start, not just into the scenario, then you much reduce the risk of scenes over-running, players wandering off into side-alleys or dawdling on the main plot, etc.