#LANCER One-Shot Module Jam
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will there be a limited things we can choose from or is it going to be all of them
epic
Poll's up! Will be updating the top post and jam page momentarily
https://forms.gle/hmm2t1kQFxrg6NYC8
Hi, Suji here again.
We received so many theme suggestions! There's just too many of them to list them all here.
What we have instead are 10 broad themes that encompass most of the suggestions.
Remember, the themes are meant to be abstract! How each work interprets the theme is up to each team.
Please feel free to talk to other people about ho...
LETS GO
the themes are shuffled so it'll be in different order for everyone. Feel free to discuss what you want to see!
THEME TIME
is https://itch.io down for anyone else?
yea

took a few refreshes for me
looking at the poll results and not livetweeting it here is going to be a struggle for me
election season just ended too
i think i voted for four or five
we just voted not even 60 seconds ago and already forgot lmao
there's a lot of candidates
no i just cant remember if i voted for secrets or not
oh
the most recent vote said yes to secrets, it may or may not be yours though
the one before is 2 minutes ago so I think it's yours
can you say if the voting is spread or if there are clear frontrunners?
too early to call ofc but it's close
ugh damn
there are some clear losers though
which will of course not be announced but I feel like y'all can just guess
i can neither confirm nor deny
damn
thats hilarious
I'm pretty fond of Two Worlds personally
can be literally two worlds (planets), can be class disparity (upper city and slums), can be colonization ("new world" and "old world"), the classic HA vs KTB conflict...
that is true, but that feels like a lot of context for a one shot
hm
bbbut ig it can be simple
romeo juliet
and secrets I feel like also has a lot of potential
everyone has some sort of secret, right
could focus on the secret of the main party, maybe it's some skeleton in the closet that you're trying to uncover, or trying to keep hidden, could be raiding an info vault for secret plans, secret superweapon, etc
I can probably come up with 5 different concept for each of these themes (some of which may overlap across themes, though)
secrets isnt really my favorite, but i found it infinitely more comeppling than train crime or gamble
really more than train?
yeah
train to me is like boom train heist
a train is just an object
train can be physical train or training, or something like underground railroad
i should note that i dont really think train heist is someting i'd get out of bed for/show curiosity for either
i see
but yeah I would not want to see like, 30 different takes on train heist
there's gonna be some really cool stuff in there but
two worlds or secrets or generation all have like, a lot more potential ways to go than "300 submissions about trains/train hesits"
that is true
crime is pretty broad though imo
you could be the criminals, you could be fighting crime, or maybe your existence is made a crime
the crime could be grand theft auto/mech, assassination, vandalism, hacking, or some other future crime that doesn't exist yet
gamble I don't feel super strongly about, but there were a few cool stuff in the suggestions
there's the most literal sense of gambling, but there's also like gambling with the future of something, casino heist, prizefighting, running away from debt collectors...
could also be like a super mega gamble in the sense of stakes
mhmm
oh i thought of the "stakes are a gamble" thing already yeah it just still felt too narrow to me
crime we were 50/50 on but i think i leaned towards no
I mean of course I'm not gonna ask people to vote yes on everything because what's the point then lol
I do wanna leave it up to the community to decide, but I think each of the 10 has pretty good potential
yep
mm
im excited to get starter
just our personal views
yep yep
i'm mostly speaking for the themes so other people can see it and think about it before voting
abs
oh the itch thing...
i updated the page right before it went down, so the poll should be there as soon as it comes back up
i have to collect a payment š
ahhhhh
Yay
Writing something modular whose start and end can be cut and rename and plugged anywhere in any campaign sound super cool
One of my idea for combat/story integration is having the 2 in the same place, even with effects on the sitrep
Something like 8 rounds of combat, after the first 4, a twist happen based on a narrative section, and the last 4 round change objective
This sucks, and I think it highlights another benefit of publishing on multiple platforms just in case something dumb as hell (but more catastrophically permanent) occurs for one publishing site.
im surprised Train made it through
at heart all hobbies are model trains
the gamers, they yearn for the railroads 
Voted for my picks š
I voted for everything that I think is vague enough that everyone's interpretations are likely to be different in the end lineup. Like anything can be secret, but Train would result in every submission heavily featuring a train unless purposefully downplaying or creatively interpreting the prompt. Revolution you're almost certainly going to be playing revolutionaries of some kind, etc. Which might be fine but maybe not for a first jam of its kind, you know?
Coincidentally Trains do contain many revolutions too.
Though part of the fun with themes is imagining and reimagining what they could mean
revolutions per minute
there's been some delays, but we're starting soon!
oh this is really cool
literally just a logo to use to show that you didn't use genAI art
https://hinokodo.itch.io/human-made
it doesn't have any restriction on ai generated text, but
It's a good one! This one is to indicate completely AI free if you need that: https://lonearchivist.itch.io/made-by-humans
this is some real shit
lol
I've never been quite sure how to categorize the usage of genAI for brainstorming or even a Very Expensive and Energy Inefficient Thesaurus
I think brainstorming is generally considered ok
as long as the final product isn't genAI?
that's my understanding at least
pinterest is like a big moodboard, and have you seen how atrocious folks are at attribution on pinterest?
general ideas aren't copyrightable, too, it's about the interpretation
EDIT 2024-12-11: for folks reading the archives, I no longer hold the position that itās ok to use GenAI to brainstorm. Thereās so many more brainstorming options out there that donāt involve driving traffic to companies with unethical GenAI practices.
Yeah I have no intention of slam jamming genAI text into a module lol
Every word shall be considered
SORRY FOR THE DELAY FOLKS WE ARE LIVE
https://youtube.com/live/9s6gdJ5bwOo?feature=share
A third party designer from Pilot.Net has come to tell us what she thinks of Lancer play culture, the state of the game, and why she decided to start a game ...
Train, could be an engine and cargo on rails. Could be practice and teaching. Could be the act of aiming a weapon steadily on a target. Could be a body of followers and retainers.
Train could also mean akin to a train of people
thank you for inviting me over @left mirage! That was a cool experience :)
This was fucking awesome, ty again Suji!
Once the HD is processed I can trim the dead air off the original stream
it's getting super hype
HYYYYYPE
Nice stream btw, I couldn't lock in 100% while I was working but some nice topics and food for thought.
HYPE
I kinda wanna do a stream in this discord rather than setting up some thing on my own
you could communicate w/someone to stream the discord event to twitch to allow itch and non discord users to participate in the stream^^
actually yeah that's probably best, since not all the participants are on discord I think
was gonna ask a mod for stage but that's a better call imo
What is the schedule for the event?
you could get eld to @ here this thread to only ping this thread for the discord announcement, then get a proxy to stream that event to twitch for ya
unless ya want to try and @ the whole server
I think everyone ping pings everyone in this channel, which is everyone subscribed to this channel
here ping only pings people who are online rn
everyone pings everyone
you can infact ping people who are out of the thread to pull them into the thread, as @ everyone would @ all availible people it would ping all 40000 people in this server
hmm
I know here ping doesn't work for people who aren't online at the time
but also like, that isn't really the issue lol
I just don't wanna set up twitch or whatever
ye we're just sayin you can get a proxy to twitch stream so you can focus on discord related quarrels
For pings another alternative is to organise a role that people can opt in to; that will bypass the online requirement and avoid hitting the entire server, but does require people to opt in to it.
If one were to go that way, pinging here and role at the same time would probably be the best coverage you could get without it being server wide.
Voted. May the most based theme win.
Thinking about an idea:
I wanna start everyone scattered (or maybe split 2/2) initially after a bad fight, as a premise.
First act is basically just trying to find each other and regroup before doing short repair and getting into next combat.
While scattered, I think one group will encounter a lone hunter-killer trying to pick off stragglers, and do a roll to try to take them down or evade them, and this can affect reinforcement in the combat.
If you evade successfully, it's one fewer Assassin in the reinforcements, but if you decide to fight or get caught, it's a narrative combat, where you might lose some structures but eventually take them down.
goal is that by the time you regroup, everyone should have not enough repairs to completely heal up
This could be cool
Something weird that popped in my head could be the āsimultaneous combats on two mapsā but I donāt know if that would fit time constraints
Could do it simultaneous in narrative too though
incidentally, evasion will probably take less time, which is compliant with the tip (I think yours?) of having longer narrative scene and shorter combat, or shorter narrative scene and longer combat
I think narratively, everyone will have some sort of challenge near simultaneously
thinking about having a air defense array you can destroy but idk how to present a negative consequence for it
it definitely feels like the right answer is to attack it, regardless of the cost
This was indeed the style I was suggesting and planning to explore in my hypothetical oneshot
negative consequences for attacking it or for failing to destroy it?
like a cost for attacking it but also like, making it feel like a real choice and not just "well obviously I'll try to get a reserve"
maybe -1 to round count from causing too much disturbance in the area or something? that might be a reasonable cost
With all players on both, or divided in two groups where some are on one side and the rest on the other?
Maybe alternative route that dont require destroying it?
Like what youāve described in the past
Well if there are no air defenses then aircraft friendly to the defense grid are good to engage nearby
so, vehicle reinforcement
Mm was gonna mention that the latter is much easier to execute
Where some folks are fighting in one place and others are elsewhere (fighting or otherwise)
Like, destroy antiair to allow ally bomber, or assist infantry to gain them as ally in combat
And a lot of fun; I should do it again sometime.
2 different reserves, pick 1
That too tbh, that could work
There's an Advance Wars mission gimmick from way past where you'd have a ground battle on one screen and an aerial one on another, and I feel you could do something like that with Lancer too.
The ground team is responsible for launching missiles up into the air, and the air one is there to guide and protect them.
Time split combat: players in the past alter the battlefield and create resources that players in the future can use or abuse
Want to go up to the sky team to help? Hook onto a missile. Want to come down to earth to help out? Simply shut off your main thrusters.
Would prolly get a little silly if people can just do orbital drops wherever they want to, but eh that also sounds like it'd be fun.
no reward is pretty easy, I'm having issue with the cost mostly
I'll play around with the -1 round idea, which is the most obvious way to communicate "you're getting a shorter combat"
Thats what I mean,the cost is an enemy aircraft (friendly to the AA installation)
why would enemy aircraft be inhibited by enemy anti air system
honestly I wonder if I would find that easier or smoother to run
would be able to maintain momentum by shifting focus from battlefield to battlefield
friendly fire!
airspace restrictions are a thing in modern times even for civilian installations like airports
Just something to consider :D
idk the idea of "take this thing down that the enemies placed which is harmful to both you and the enemies" doesn't really make sense to me
Friendly fire is a real concern but like, Lancer simply doesn't do enough friction of war to really make sense in a Lancer context.
"you create enemy awareness every time you do something" seems like an interesting direction though, I might take that as the standard cost
"you get cool stuff that can help you, you better use it right to actually finish faster"
Moreso that engaging your enemies while directly above friendly guns is typically a Bad Idea, the idea being you don't need to engage where the friendly AA installation lives
but if someone takes out your friendly AA installation, you need to respond before they take out more stuff bc your forces are now more spread out
but also the reward shouldn't overcomplicate things and make players take longer to decide what to do
Yeah!
mm okay yeah i can see the logic behind it
This is just a directional example, I think there are a ton of good ways to express this concept so go with one you believe in
lol
lmao
standard 8 round combat for 4 players, and if everyone tries to take the reward, you get 4 rounds to do the objective
I could put more disclaimers up about the type of game you're running but tbh we got there anyways
if they scale up and go to 5 players and they all take it... god bless their souls
i should not work on it too much right now, that'd be cheating
(whether it really is cheating is left as an exercise to the reader)
(more seriously: do whatever amount of prep you feel like doing, it's okay)
i just feel like I shouldn't, as the only person who can see the poll results
I should just stop looking at it until it closes
it's not really prep until the poll closes yknow
before then it's practice, only there aren't that many design quizzes out there (not without some digging)
go nuts
Side note, engineer turrets (skyshield protocol, arsenal: hellstorm) would perfectly represent flak cannons in an AA grid with their increased accuracy vs flying targets + blast radius and risk of friendly fire bc half of the core NPCs have that risk built in
but now I will cease tempting you to keep working š
just rediscovered the oldest graphic design trick that everyone probably already knows
was gonna experiment with the "coffee cup stain" vibes but honestly clean line looks pretty nice too
oh that's the thing that siths do right
I should perhaps actually read up on layouts
rule of threes is an easy one
google slides actually let you add guidelines
it's getting a bit too messy but pay no mind to that, just look at the guideline
You can even run rpgs in it!
That's against the guidelines
chat what do y'all think, is this good
trying to fit in mech sheet in the bottom half which, idk if it'll work out but lol
or bottom 2/3 yk
Huh not bad, though I might suggest compressing the stats to abbreviations for space. Then you might be able to fit a small Pilot Portrait box (folks love those)
true! there was a bit of space and I didn't know what to do with it
I can shift stuff around a bit more
some other thoughts are:
- maybe cut down skill triggers to 3?
- maybe just one pilot weapon and 2 gears?
- use d20 symbol for anything that affects rolls? (skill triggers, attack rolls, etc)
also, as expected, alignment is hell
I do like the d20 icon (even if it's not perhaps geometrically accurate)
maybe not d20 logo for grit though since it also affects HP and SP
and just put that logo next to weapons instead
with the goal being making it easier to see what all the bonuses are
Itās a nice indicator, imo
testing out dice icon next to weapons
I think having it next to pilot weapon is a bit excessive, just checking to see how it would look for mech sheet
I don't really like the d6 to note accuracy/difficulty
that seems super excessive
oh huh pilot grenade is a forced save and pilot sheet doesn't have save target written on it
apparently it's 10+grit but
I guess there's now room for save target
man, do I even wanna add a slot for that
this looks nice actually
Surprised you havenāt gone for the easy āLLā instead of License Level yet haha
But yeah I dig how thatās developing
idk I like writing it out bc everyone knows "level" but not everyone knows what "LL" is
"LL? That'd be Love Live, the famous Japanese multimedia franchise, right?"
Something someone probably asked, maybe.
ah forgot core bonus and talents
I mean, itās literally the abbreviation from page 18 of the Lancer Core Book
Frame stuff looks good!
the waters continue to rise https://docs.google.com/document/d/1qwaEj_l1bDg80NUkzKqu43sqHbGmLIYHDI8Dtoq3TPw/edit?tab=t.0
BACKGROUND / BIOS Teporberge, is a once-grand city with ancient roots. It has been wracked by ongoing civil war; the planetās Union administrator has kept out of the conflict aside from humanitarian aid and diplomacy. In recent years the military-backed Bergenic Council has come to lead the ...
Jam theme announced today? š
I thought it was the 22nd but I could be wrong
š
I thought the theme was going to be announced in advance of the jam
Maybe that changed and I missed it
nah it's still getting announced at the start of jam
ah
the poll for suggestion closed and poll for vote opened
and it's open until 24 hours before start
oh shoot did I write it like that, mb
No I misread
It says it would be closed 24h before the jam starts
I read it as "closes in 24h"
so, my bad
ah kk
added bold for emphasis
you almost got me clicking on results
but I resisted
bazinga
One of the big things I'm taking away from trying to make a trifold is how much less efficient, in terms of playable time for space, Lancer modules are using linear conventions.
At the same time, those conventions feel necessary
because trying to write a module like a CBR+PNK or Mothership module leaves a ton of work to the GM and produces something that can't be just picked up and used.
A question I have is whether it is possible (or worth it) to sacrifice that immediate usability for efficiency + a more dynamic premise.
That's one of my big criticisms of Lancer, because at the very least, a system like Mothership has a world-class book about how to GM the game, whereas Lancer's GM tools/advice are pretty threadbare. That means a lot of work is placed on adventure writers to fill in the gaps left by the core book
But even if an aftermarket Lancer GM guide was released, it sucks to have to say "in order to understand wtf to do with this module, go get this other thing first and read it"
I don't know the best way to handle it; right now my solution is to make a zine instead of a pamphlet so that I can give myself a page or spread worth of advice to impart to the GM on how to run the module and use the content
Yeah your option is a mix of "just use more space" and "trust the GM".
The catch with the latter is that it limits your audience to people who kind of already know what they're doing.
The catch with the former is that you're cursed with repeating the same information in every product
Also, I think that a looser style just inherently makes more sense in longer missions/campaigns.
The closer you are to oneshot, the more the whole value of your module is "I have everything I need to run this one specific thing right here".
Which for Lancer, means maps, OpFor, etc
If I were to write a longer mission/campaign I don't think I would make maps or opfors, but instead rely on faction rosters
But that's a much longer conversation and is non-trivial to explain to GMs how those work
Right that's kinda my point
but like, if I pick up a oneshot
and it doesn't have a map or OpFor
like, those are the things I need for the oneshot
whatever it is you're providing me in the module, it's probably not significantly reducing my workload
or giving me enough to start playing immediately
which is what I want from a oneshot
Right for sure
There's a part of me that wishes I didn't have to provide a map but I think that would put me too far outside the bounds of what people would expect from a one shot
I mean it's a perfectly reasonable expectation
if you don't have a map
you can't really run the thing
and making a map takes time and effort
My hot take is that "making a map takes time and effort" is one of the gaps the GM book leaves, because I can shit out a functional map in like 5 minutes
But that builds on a body of knowledge and advice that I've accumulated
I can't assume new GMs will have the knowledge and skill set to feel comfortable doing that
Oh, sure. Same, especially if I have access to tools, but markers and a battle mat still work.
And like, even not-new GMs might not want to do it!
Most Lancer content out there provides GMs a set of combats and maps that allow GMs to walk their players through a story, and for groups looking for that kind of experience, that's great. That said, I think there's another subset of RPG groups who want a more open-ended experience from published content, and to an extent, pre-determined combats can run counter to that desire
I would love to make content that appeals to that latter group but I don't think I can do it without some GM training involved
And a one-shot isn't the context for that either
i think giving tips without having a dedicated section of the book is to scatter the tips throughout the module
I mean, sure, but that sucks to do in its own way
like have a little box that says "when the players do X, ask Y and write it down" type thing
the point is that you want to get to the point where you don't need to be that granular
If someone wants to make the Lancer equivalent of Pound of Flesh...
(its me I want to do that)
(also I want someone else to do it)
tbf I think a lot of Mothership modules inherently include the rules, tools, and procedures necessary to run them
The thing with Mothership is that like
they do things like
have 2d10 cyberzombies attack
and the GM is expected to be able to just roll with that
sure, I guess I'm trying to say guiding them through what you can do can help
like to teach new GMs on how to do things
I think right now the best thing we can do is explore the space and see what we can do with the time/space/materials allotted
if there's a fight in a Lancer module, it's a bespoke set piece almost fully dictated by the text, not something that the module trusts the GM to setup and adjudicate
Yeah, after dinner today I'm planning on finishing my reading and feel things out for that reason
Because to some extent, if you're rolling for 2d10 of X enemies to attack it to me at least implies the system isn't that interested in the granularities of something.
Death on the Glacier/Stolen Crown may be worth looking at for those looking for counterexamples, then. I know they don't handle it perfectly, but that just means there's lessons to be learned
It's a thing I've in the past have to some extent had an issue with in terms of random encounters, but I do think there's also space for a more granular approach (at least that's what I'm interested in lol), which still allows for flexibility.
Not enough Lancer adventure authors have read Stolen Crown š¤
And agreed there; I've talked about my misgivings with that module, but they are misgivings I'm happy to have because they're born from the module trying something.
It has plenty of flaws but I love what it tries to do
And I find that more interesting than "I suppose this is good".
Yeah that's one of the very few counterexamples
I would love to be a source of more counterexamples
there are still 8434 community copies for Death on the Glacier so yeah
Mind you I still want to make a proper Etrian Odyssey style dungeon crawl sometime lol, but a point crawl requires less work.
Good god
they started with 10000 copies so yeah
That's a lot
everyone in here should grab one for market research IMO lol
honestly all of stolen crown is great to read for research
more examples of stuff that doesn't mimic official massif content pls
no argument there, I'm just saying that there's free material to look at, for folks on a budget
But either way, I think the two things I'll want to try to feel out are as follows.
-
How easy is it for a GM to set up a map with varying objectives quickly? I think I can simplify the process a good deal, but it's partially a question of how much of a guide I have to make for the map.
-
How much of a roster do I need to provide for each scenario?
But yeah I'll get my food done, sit down and finish my reading, and after that return to that general map design. Think it should all in all be rather good.
As for pound of flesh, it's funny how some of the maps in it, specifically the Tempest Company HQ one, are reminiscent of an earlier draft I had of a megadungeon of sorts. That one I scrapped due to being too complicated however.
Was Wallflower successful despite shipping without maps?
(arguably it would have been more successful if it had shipped with maps)
It was the first Lancer adventure ever published so yeah I think it succeeded based on sheer demand (depending on your metric of success)
Which something to also keep in mind with it is that it shipped with a strong story, was in the spotlight, and did come with its own set of art and content.
For sure. I think it can be an easy trap to write Lancer adventures as combats first with the narrative framing around them as a sort of afterthought
It depends on what you think the value add of the module is
if the thing you think the audience needs is "how to set up and run a fight", that's what you publish
Fair? Maybe "trap" is an opinionated word there
Like I think it makes absolute sense for Solstice Rain to do that
Wallflower is...it probably shouldn't have needed to, but as the first Lancer module, it probably kinda had to? Since, as you say, the core book sort of...didn't.
I suppose, then, I think that the narrative context of an adventure would be the lowest hanging fruit in terms of opportunities for improvement
An adventure with a compelling premise that still has a baked-in combat is going to serve the "we just wanna shoot robots" group just as well
But that isn't to say that an adventure with a token premise is "worse", just targeted at a different audience
Would you say any of the existing 1st party modules have a token premise?
I'm not sure I would.
I don't think I would go as far to call them "token", but I have heard people criticize SR for being a series of combats
there's so many current issues to make a thinly veiled satire oneshot about
maybe I shouldn't, but it would be funny if I did
If the satire has something to say, sure.
can I interest you in Deals and Dementia ?
But underpinning these discussions I feel it's valid to mention that there isn't an inherent fault with a linear approach, nor that one is in some way superior to another.
What I put together and work with tends to be within the realm of what I find interesting for its own sake, which is why the audience it's directed at is at the end of the day kinda just me.
If you're creating something as a commercial product compared to if you're experimenting are I feel different things.
Like whatever I make I'm not expecting to be asking any money for, because I just want to test some of my own principles and don't want to get bogged down with the concern over whether or not it matches the value add of other modules.
If I instead get to prove a theory and open up for new spaces which you can work with, I'm happy as is.
What if I make a module which is just me ripping the whole plot of Metal Wolf Chaos
Please do
Escort mission a president to their White Fight House, where you expect the module to end, but then additional enemy reinforcement surrounds the place, so the president themselves walk out with their own mech, while talking like they are a shounen protagonist
But seriously though
What is a better introduction on an optimist setting than a bombastic and optimism inspiring character?
A dream for a better reality where leader are 100% dedicated to the good of their people and will sacrifice themselves on the frontline to do so
Do it, absolutely
Ideas are fair game for pilfering

Itās your interpretation that matters
that should probably work with most themes
The White House is on a Train XD
I modeled Pierce the Heavens after the pilot episode of Gurren Lagan
as a nobility hater, I still think nobles doing noblesse oblige stuff is cool
Folks have been riffing on Die Hard for a lot of modules for other systems
so if it's a democratically elected public official doing noblesse oblige? 
Now letās go a step further maybe: one shot scenario where one of the players plays this president and others play their cabinet
Department of Agriculture about to show them why itās called a Haymaker
But see thatās how Iād maybe riff on it, thatās just 1 Interpretation, and youāll have a different one from the same idea
I am not sure about having a player play such a specific role in an oneshot, I think I will give them a dmpc-ish kinda role.
Iām allergic to DMPCs, which is reflected in my suggestion lol
If you got something tho, run with it
Same, I would rather not have to do it, but maybe I can make it work...
Give the democratic leader a support mech to make everyone else look good, maybe
āIn Union, we lift each other up to reach the summitā
"Because the people believed in me, I shall be the star that inspires them all. For the freedom of everyone in this great land, I shall never give up! For I, am the president of the great insert country name !!!"
The Secretary of Education is about to take em to school.
As I ponder adventure ideas ahead of the theme reveal, I'm gonna start taking this approach: https://www.mindstormpress.com/question-based-adventure-design
Just writing down ideas and questions and keeping them in a document as I go about my day
Excellent, lunch reading material
Also channeling big "Shitty First Drafts" energy: https://wrd.as.uky.edu/sites/default/files/1-Shitty First Drafts.pdf
less than 10 days left huh
I am very excited to get started!
I think my next little module experiment will be...what if 5-Node Mystery, but make it Lancer?
I am considering, given the difficulties in balacing a single combat and my utter lack of experience with Lancer, doing an entirely narrative one-shot with no mech combat
Though I suppose not many people would want to play a Lancer module without mechs
just providing enough framing for people to build combats upon might be fine
or heck, maybe the conflict is fully resolvable without combat
maybe you could also collaborate with someone who's more experienced with writing combat?
Doing a narrative one shot is viable imo, Iāve done full narrative sessions before
Itāll be unconventional but it could work
And frankly I think it wouldnāt hurt to put such a thing out there so folks can see just what can go into a Lancer game
I can see a reverse of that working too
just a combat, with explanation of how to run the combat, and some notes on how to reflavor it for your situation
Especially if youāre treating the one shot as a piece of a larger āmissionā
My question at that point is more "what is the Lancer system giving you that you couldn't get better in any other lightweight system".
it allows you to use a lancer character sheet without changing anything
like this kind of sounds like a shitpost answer but
it is a real use case
Absolutely, like tbh I wouldāve expected some one to make something like that for Lancer by now, but to my knowledge only one person has done this
making 20ish combats with each NPC class being the centerpiece š¤
A narrative one shot that uses lancerās licensed setting, which many folks enjoy on its own merits
Like tbh even if this oneshot jam was an āencounter jamā Iād call that a win
Thereās just a heckin lot of ground that can be covered and Iāll encourage anyone and everyone to explore it
Sure, but there's nothing stopping you from running a game in the Lancer setting with something other than its very very lightweight system. Or just like no system at all, really.
Itās the same reason folks use 5e for everything
Momentum
I donāt think this needs much justification
lol. Well? Weāre waiting!
write something in lancer setting but it uses dnd 4e
Write something lancer setting but it uses OD&D
write something in lancer setting but it uses CYOA format
I'll run Winter's Daughter in Lancer, don't think I won't
Excellent, thisāll get the 5e folks coming in droves
Don't worry, the D&Dified Operator will scare them right off again.
¿Por qué no los dos?
I have a sword and I have my stubbornness I would fight this
okay but consider the following:
is this mostly shitposting while waiting for food? yes
...might I end up talking myself into doing it anyway?
regrettably, also yes
I"ll fight that too
Just give me a uh....
What's the D&D equivalent of 'Smart Weapon'
Intelligence based saving throw spells? (I donāt play D&D)
Lv20 dnd party of demigod vs, a bunch of mech
kind of a shitpost since we're in the mood for it:
CYOA style lancer adventure
ah heck I messed up a bullet point
Oh definitely, I've got a few scenarios with maps which are basically that.
One of which I should actually get to writing out as a full scenario for others to use, as a bit of practice.
I feel this harkens back to the question of what these modules intended use ultimately are.
Like, not everyone needs to make an intro module.
You can make something short and sweet that suits your needs, and that in turn makes it easy to recommend to others because it's likelier filling a unique niche.
But yeah, it's specifically this thing that I have to write out some notes for for the evening and how it may progress.
Mid campaign oneshot is definitely an unexplored space
Another idea I have is a silly filler episode kinda oneshot. The entire session is your favorite flavor of filler, from beach to sauna to camping to idk bruh.
Just insert your entire character cast in it
The module is just 20 different random rolltable
yeah beach episode lance oneshot when
wait I have something for this
go do a teambuilding event (you're still doing mech combat)
"so, what did everyone learn today?"
"I should overcharge more"
"umm... anything else?"
"nah"
I was discussing the themes with my artist and I'm pretty locked in on the LL12 one shot idea
High level Lancer is sorely underrepresented (i understand why tho having run it more than a few times now) in content focused on it
we had ours a while ago
halfway through act 2
but we're in act 3 now
beaches are out
trauma is in
I feel bad I don't have an artist lined up yet. Feels like too much to bite off for a first module. But also art is so damn important
I don't even know what kind of turnaround time to expect with an artist
it's a 2-week one shot jam tbf
Lol shit for some reason I had it in my head that it was a month
I think all the other jams I've seen have been 1 month
well, this one is 2 weeks
I'm starting to rethink my ability to deliver in the time frame
At least, to the standard I was hoping for
shrimply go fast
also, nothing stops you from like
releasing a revised version later
it'll probably allow for like, one playtest session to iron out the wrinkles, maybe more if you're ambitious
I've only seen like less than a week jams so I wanted to give time and go two weeks
I know my artist and their turn around times are fast AND i warned them about the crunch
I definitely wouldn't stress about not having art
maybe it's too short?
but then I do want to encourage newer people to get involved in lower stake thing, and I think having it not be too long can also help set lower expectation on themselves
I'm just using public domain art, maybe with some editing
I'm trying to get the Typst template done in time, so maybe that can help.
I just know them and they agreed to the job as well
there's a reason I mentioned several free art sources in my community thread
yeah AIUI the point is to be short enough that the focus can just be
get something out the door
in particular, if Leviathan gets picked, I'm using some version of this in there
if other things get picked, idk, I'll look around
Ooooo pretty
it's literally first result if you google leviathan haha
it's from wikipedia
Salvador Dali painting iirc
it'll be that, or Hobbes lol
oh yeah the hobbes leviathan cover page is also iconic
just swap out the text with your own title
maybe hastily hand scrawled homage to this piece but with mechs
one big mech made up of many tiny mechs
there's plenty of public domain art for other things too
secrets, train, gamble, trophy, crime, revolution...
don't trust Big Mech
sad barbarossa noises
photoshopped Hobbes' Leviathan but instead of the king with body of subjects it's just the Balor mech art
just a billion Retrograde Default Assaults
Time to bust out the typst template lol
we writing content into layout folks
strap on your boots
Maybe I should bust out my own drawing pen
I wish I had a good digital drawing solution
I've been dragging my feet on getting either a new surface pro or even a drawing tablet
you are definitely allowed to use retrograde tokens for cover art
love the mspaint style art in this
Can't use actual images, so I just scribbled over them.
Very cool! I'm impressed
looks well put-together; notethough that FakeDrake's automatically replacing "Blast Plating" with "
Plating"
Yes, there will be notes about that.
I'm going my own direction with the layout but this looks very cool
Yeah, I'm trying to mimic the core book, and the LaTeX template.
How long have you been working on this?
Eh, three weeks? Not very seriously, Factorio came out.
lol
But importing a mech from the LCP is
#FrameAutomatic(lcp, "Drake", background:image(width:7in, "images/IPS-N-Background.png"))
#FullPageImageFramed(image("images/Drake-Facing.jpg"))
#LicenseAutomatic(lcp, upper("Drake"), 1)
#LicenseAutomatic(lcp, upper("Drake"), 2)
#LicenseAutomatic(lcp, upper("Drake"), 3)
Now if the core LCP was actually, like, consistent, it would be so much easier.
Yep.
But I need to finish writing up how to do it manually, then set up the NPC page, and I can call that 1.0
Seems like the smallcaps look a bit awkward maybe
That was one reason I ended up not liking Arimo, it didn't support smcp
Honestly, the smallcaps was a bit awkward to begin with.
One day I'll find a better Helvetica alternative than Arimo
I guess it depends on the PDF reader, Chrome looks like this
My brief search only lead me as far as Roboto and then I gave up
Oh that's weird.
My solution is to bail on the official Lancer template entirely
Okay, slightly less good everywhere else, but chrome doesn't look screwy anymore.
classic web dev woes
It's a PDF! mutter mutter
hot take: if it uses a browser, it's basically a website
-# a take so hot, i don't even believe it
Layouts are for fancy people.
I plan to make my One-Shoot look like this (two columns, hand-drawn maps), print it, drink some coffee on top of it, photocopy it (twice), scan it and that's it.
that's a cute font
I have also thoughts about coffee stains, though digitally simulated and not a real one
Well, at least I got my itch tax interview out of the way
itch tax interview is a gateway to becoming a professional indie game developer
š¶ *For he has cast down leviathan, the tyrant, and the horse and rider
Where is your rider?* š¶
Where now are the horse and the rider? Where is the horn that was blowing?
Where is the helm and the hauberk, and the bright hair flowing?
Where is the harp on the harpstring, and the red fire glowing?
Where is the spring and the harvest and the tall corn growing?
š
we WACP H0R_OS 1 in this
improbably dense ball of creators
played with some new players today to see what an intro oneshot module would need
I think shorter/faster sitrep is a must. Only got to go up to round 5/8 over 3 hours, and going a bit easy on the enemies.
The other thing is that there's a lot of resources that can make playing smoother! Totally forgot what new player experience was like, and that's with an experienced GM. It would have been even slower if it was my first time looking stuff up too.
I think I should maybe try to include player reference cards in my scope to really make it an intro module. New player aid is more necessary than I thought initially.
I also wanna try enforcing tactical diversity with premade character sheets. I was aiming for choosing from 6 or 8 sheets, but I think I'll just make 4 premade sheets to pick from. (+ option to make your own custom sheets)
(not that GMs need my permission to do so, but still)
also, with new players, idk if they really need the oneshot rules
I might present it as like, difficulty modifer for experienced player group
maybe just let the new players go ham with their core power and 1 heat overcharge
It might be worth making 2 versions of the encounter. One for beginners and one for experienced players so it's not exclusively one or the other. Only difference being premade sheet LL and encounter difficulty. Everything else is the same. I don't think it would add too much extra work
I'm currently thinking "use the 1 shot house rule for experienced group" but otherwise keep things the same.
like the whole "choose between core power and 1d6 overcharge or no core power and 1d3 overcharge" thing
new players don't need that
it's fine
it's not the normal lancer experience but
Ture. It's already been established one-shots aren't the intended experience so might as well lean into it and find creative ways to work within those restrictions
What was the opfor and battle conditions, if I might ask?
used tomb of delios with 4 players
that's the map, extraction with no special effects. Enemy ingress on top and bottom, trickling in 2 units per round for reinforcement. Two of bastion, support, cataphract each, and a witch and rainmaker
So just to get a total
One rainmaker one witch, two veteran bastions, two support, and two elite catapracts?
one elite cataphract, one regular cataphract
I ended up holding back a catapharact and a support
Ahh
reinforcement order was:
- witch, veteran bastion
- elite cataphract, support
- rainmaker, veteran bastion
- (didn't do it)
Optionals on each?
Our hot one shot expert takeā¢ļø is that the npcs are a bit complex in both optional count and in types and individual classes, having an elite and regular version, only really rainmakers and witch are simple to use effectively, and there's no real midliner (i find good midliners serves to really simply the difficulty of encounter)
Bastion is the only one without a recharge ability on that list iirc
you are correct abt the recharge
And I think very few of them can really spam the same turn over and over reliably, (witch has multiple recharges, bastion has loading, supports heavy on the recharge and positioning.)
I think if the goal is simplicity and you didn't want to change the npc types? I'd probably cut optionals from everything without a template
Esp wolfhound
Simplicity+ expediency
only the elite cataphract was present so i think it ended up fine on that front
Chain is also a complex one, too yeah,
We've also found control or holdout or gauntlet to be among the fastest/simplest for one's hots, and yeah I agree heavily on having pre-made characters for players to use, or even a pre-made team for them to slot into
i was thinking gauntlet myself, I'll consider control though. I think I'd like that better
yeah control and gauntlet both have enough "movement" to avoid having them stick on one spot but its not soo much that they get like, bogged down
i've also done reverse gauntlets as a deal, too, yeh,
Also of importance:
Map size
yeah
I think I'm coming to the conclusion that the things I find most interesting in Lancer you just
don't have room for in an intro scenario
well, it is not necessary to write an intro scenario
What Masto said, but I also understand that youād want that Stuff to sell your game to folks
Especially if itās representative of how youāll be running the game in the long run
This is kinda why Iām not a big fan of not introducing bonds until ll1; ideally folks learn it early and get hooked on the style
i find that design decision very baffling too
I was planning on printing these for my players https://heliospectral.itch.io/lancer-action-reference-sheet
In the interest of time I might bail on the idea of making pregens but I just want to find some way to print characters from compcon
Its not necessary to write an intro scenario, but it is frustrating to me that so much of what I think makes good lancer scenario design is seemingly impossible to communicate in a session designed for new players
I haven't decided whehter I want to write an intro scenario; depennds on what folks decide to join me in doing some game design I think, and what they want to do.
I think if you're inspired to make something different than a one-shot, that's perfectly fine. The purpose of a jam is to get people inspired and creating
I mean sure but I do want to make a oneshot
The idea of making a one-shot, to me, is interesting because of the challenge, and because I think it can help get more people into the game
btw, as I am curious, what are some example you have in mind of that?
both because the form ensures a certain amount of discipline (and helps ensure something usable is actually finished)
but also because "I would like to be able get people into Lancer" is a goal I share, and oneshots are a way to do that
I think the challenge of a one-shot is in deciding what parts of the Lancer experience are and are not important to represent in a single session
Because you can't do it all
I really like Valkyrion's work, Technophobia and the OSR Expansion.
I've also been working on a oneshot of my own, Hell or High Water: https://docs.google.com/document/d/1qwaEj_l1bDg80NUkzKqu43sqHbGmLIYHDI8Dtoq3TPw/edit?tab=t.0
BACKGROUND / BIOS Teporberge, is a once-grand city with ancient roots. It has been wracked by ongoing civil war; the planetās Union administrator has kept out of the conflict aside from humanitarian aid and diplomacy. In recent years the military-backed Bergenic Council has come to lead the ...
But Hell or High Water feels like it would be real rough to get through with new players. And I dunno if there's a good way to 'fix' that without breaking what I like about the scenario.
This includes, but is not limited to:
- Narrative RP sections
- "Appropriate" combat difficulty
- Sitreps
- Mech-building
- Resource management over the course of a full mission
- Lore galore
I currently have a pet idea for my one-shot but I'm concerned that either it won't fit the theme, or I won't be able to overcome some of the challenges I see in it for a one-shot, so I think I want to spend some time this week brainstorming some new ideas. I think my current idea is cool, but I don't want to get too attached to it if it won't work or will be too hard to contort into what I want to see. I think it's also okay to stick stuff into a WIP folder to come back to later
Yeah, you only have so much time and have to decide what to do with it.
Which mind you is also a good way to help circumvent the classic mistake of not starting where things get interesting.
So what do you think theyāll struggle with? Players can be surprisingly resilient
Also: While Iām flattered you like my work, Iāll freely admit that thereās a LOT of lead-up information in Technophobia
IMO a real key for a one-shot is to boil down the scenario to a single key conflict with well-defined stakes on each side
Yeah, Technophobia is what I consider some good Lancer scenario/encounter design, but it's also not what I'd introduce new players with in a one-shot.
Maybe if they're already hype for Lancer.
Honestly I think your clocks in High Water seem fine
āX success before y failureā is easy to grok
Basically, there's just a lot going on, and I'd worry that information overload would discourage people
Maybe try challenging yourself to condense your description of the situation to, like, 3 sentences?
Even just as a personal exercise
To really get at the dramatic core of the scenario
Or, convert it to bullet points maybe?
Reading through this, I think the only point of too much information would reasonably be the storm itself.
Mind you I'm not a super big fan of clocks as the forefront of a scene, moreso like to have them in the background, but how you're leveraging them seems fine here.
Yeah no having the general āit gets worse over timeā is good imo but if anything try condensing it to basic bullet points
The first time I ran what's now my standard introduction, I did use a 1d6 random table thing for the encounter. Each round I'd roll on it, something would happen, and when people deactivated the objectives more and more of its options would be brought offline.
But I scrapped that because it ended up being a bit of busywork which didn't add much.
Yeah, if there's an effect table I like having it cover around at most 3 effects, and preferably be non-random.
The latter being a personal preference.
Effects that override lower-tier effects but logically extend from them are also good
Tis why I commented on the storm being the only part where I'd be concerned about information overload, even if I think 6 sections will still work.
āDifficult terrain from mudā -> āpseudo zero g due to underwaterā
Oh definitely
Stacking these:
Tier 1: Soft Cover due to heavy rain
Tier 2: Difficult terrain due to mud
Tier 3: 1d3 Thunderbolts start raining on random mechs
I do think that in this specific instance you could probably get away with a fourth tier, in that "When the clock is full, the next time you'd add a segment to it, the flood is here and the city is doomed"
Since at that point it's just a failure condition.
The overall point is just to not hand the group too many balls to juggle at the same time
I like my distinct effects but that's a good thought
I'll see about that in the next version, or after some testing
the rising and falling water is the most complicated effect but also the one that's most dynamic and interesting
Actually @neon hearth thereās a similar situation in a Mothership module: ||Another Bug Hunt||. Uses a 10-hour timeline for evacuation
yep that's also a source of inspiration
But yeah if youāre trying to make this introductory then like, complicated effects are gonna be your bane
Even if theyāre clever and dynamic
If anything Iād say to make it your centerpiece mechanic and discard the rest if itās your favorite
All killer, no filler
The main thing I'm actually worried about overwhelming people is the implicit NPC dynamics
while they're trying to learn Lancer and also deal with the storm
which again is what I like about the scenario, just that makes it harder for newer players. And I'm fine sacrificing that if need be
I was listening to a podcast interview between two RPG creators today and they talked about how writing a module is not just about figuring out how to get information into the GM's head, but also how to get information through the GM into the player's heads
Which was an interesting thought to me, just about how you can communicate things to the GM as well as things for the GM to use to communicate to the players. I dunno, just helped me reframe my conception of the audience a bit
When I started running Lancer, I definitely overloaded my players with custom bespoke combat rules and twists
And they responded a lot better when I went vanilla
Something I feel like I bump up against in Pilot NET from time to time is that it can be a bit of an echo chamber in terms of determining what makes the game or a given combat interesting, and I fell prey to the urge of adding twists to too many things without starting with the basics
Not that anybody liking what they like is wrong, of course. Just that I've personally found it useful to not let myself get bogged down by one specific vision of the game
Makes sense, I think that the perspective of āthe game is complete on its ownā is important to remember for intro adventures
(There may be cases where we may disagree with that perspective but it can be a useful lens imo)
Because to new players, theyāre expecting the game to be complete on its own, after all
For sure. For me, the main value of a module is not the new rules/mechanics, but the new situation/narrative to explore
which brings us back to "okay, but of the things that happen in a oneshot, how do you make that stand out when most of it is Mechs Shooting Other Mechs"
and you have very little flex time
Well, as I think was stated way earlier in this thread, or maybe elsewhere: combat is a resolution mechanic
Resolving a dramatic question of tension
Two (or more) sides opposed to each other, willing to die for their cause
What draws me into a story is the conflict of ideals
The reason why your mech is shooting another mech is the real juice
IMO the real magic trick of a one-shot is getting players emotionally invested in that reason in a short amount of time
As for how to make them emotionally invested (i.e. make that stand out)? That's part of the challenge, I suppose.
A few ideas:
- Offer a great reward (respect, money, power)
- Threaten something they love (e.g. a collaboratively-created hometown, or a goofy NPC)
- Tantalize fantasy (fight a big kaiju, or re-enact a scene from your favorite anime or movie)
Yeah, and ideally do something that other folks wouldnāt easily think of
Thatās the value add: Making something that the core book doesnāt provide
Emotional investment I find comes from establishing why this particular venture is engaging right from the get-go.
Circling back to what I said earlier about people waiting too long to deliver their pitch, I personally venture more towards beginning in media res nowadays for that reason.
And yeah also that.
Or not necessarily that others wouldn't think of, but make something that stands out as your own.
Yeah that
In that regard, I think about this article a lot https://udan-adan.blogspot.com/2016/11/conceptual-density-or-what-are-rpg.html
I recently picked up Shadows Over Vathak for free in an online sale (summary: a perfectly good two-page setting document mercilessly stretch...
This is what I had in mind when I said that yeah haha
Mostly because that extra something something is whatās gonna make your one shot pop
Hankerin Ferinale/Runehammer is a big fan of getting to dice-rolling within, like, 60 seconds
It's not even dice rolling inasmuch as delivering the pitch.
Right, deliver pitch in 60 seconds and then call for the dice roll
Let's say you're hosting a grand gala; begin at the arrival at the gala and have that arrival mean something.
Might be tougher if you're running for brand new players since there's some teaching that has to happen, but I think it's more the idea of starting close to the action than anything else. Really, I think it's more about minimizing the amount of time between the session start and the players' first meaningful decision (which doesn't necessarily have to be a dice roll)
Rather than with the backstory of the event and everything.
āYouāve been tracking the notorious Kraven the Hunter through the Jungle of Despair for weeks, and just found a fresh trail. What do you do?ā
blades in the dark mission structure also tries to put you right at the action, once you're past the big planning stuff
That's honestly not a bad model
you were presumably doing all the boring stuff off camera
I'm trying to start at losing the first sitrep and getting scattered
would making reference cards be against lancer 3p license
Or to take a past scenario I've messed around with "You awaken to the creaking of metal under pressure, and the dripping of water to accompany it. The walls are a steel cage, decorated with the screens of countless machines all flashing red. At the corner of the room a single cracked window can be seen, telling a short story; there is an ocean outside, and you're sinking fast into its depths".
Not the best text to evoke the mood with, but the stakes are established quick as well as implicitly why they matter to the players.
Is this against the 3rd party license? https://heliospectral.itch.io/lancer-action-reference-sheet
(The answer is āit better not beā)
But yeah like, youāre allowed to use the mechanics in your own games
Make it terse then
it's probably fine but I'll ask for permission through that email
The danger with in medias res starts is that players are expected to make decisions immediately and I've seen people just struggle or grind the session to a halt asking questions
Being able to jump into the middle of a scenario and just go with it is a player skill
one not everyone has
(I've seen this just break BitD-style heists)
What kinds of questions do you find them asking?
"what was the plan?"
"what are we trying to do here"
"what are all the obstacles we're worried about"
"are there any foes nearby?"
"what's our escape route?"
Itās fine and reasonable for folks to ask clarifying questions
I think the biggest goal is to address the MVP questions in the 60 second intro
āWhatās our escape routeā in BITD would immediately trigger a flashback and a roll imo
Which meets the goal of get folks to roll dice fast
I do think that at some point youāre gonna need to trust your audience, though
You can cover the MVPs but you canāt āsolveā a risk-hyperaverse party with a oneshot, imo
I mean you can solve it by not putting them in the middle of a situation with minimal context
Don't think anyone suggesting you give them minimal context
I think we're suggesting that you be efficient with the context you give them
Acatalepsy. Iām literally advocating for providing context.
As Dodgepong said, Iām advocating for it to be efficient
There's also the fact that you're not designing for everyone. I threw together a quick example of a panicked scenario earlier with waking up on a sinking station, but I would presume that no one who hated that kind of scenario would run it.
sure, I'm all for giving context efficiently, I'm just saying I've seen it blow up spectacularly when the players end up confused because efficiently given context is, necessarily, incomplete
Then make sure the GM has the notes they need to answer those questions, I suppose
It doesnāt need to be a novel
You can also use the questions that players ask as an insight into what they care about in the scenario, or even as opportunities for them to take actions in the scenario to learn that information
my point is that some players really react poorly to starting in medias res
and its often hard to know which players ahead of time
The 60 second intro isnāt āIām telling you literally everythingā itās āIām telling you enough to make a choice, even if that choice involves asking questionsā
Giving more information also doesn't mean people will memorise everything.
"Are there any foes around?" "So, you want to look around for hostiles? What do you do to do that?"
??? I don't even know where memorizing anything comes in here
Are you proposing to solve this as the module writer? Or is this something the GM can handle? (I feel this is on the GM)
If you're talking about my earlier comment on beginning in media res, I mean sure? That's why I say I personally like it, not that it's a universal truth.
I'm taking it as you reading efficient to mean in a sense summarised, and that thus the other approach is to give more context/information. As such what amount of the information actually sticks seems highly pertinent to consider?
This also sounds like youāre worried about super risk-averse behavior, which is typically a learned behavior from taxing experiences in other TTRPGs. So I think itās worth asking oneself if this is being designed for players who are new to TTRPGs, or players just new to Lancer (but learned risk averse behavior from a different elfgame)
had a new player play safe after taking half a structure as damage yesterday
My experience has been you have both the risk averse, often learned from other TTRPGs, but also "I feel like I need to understand what it is going on better to play a character who presumably understands whats going on".
I don't think it's solveable! My point was that its just a danger you kind of accept.
Yeah not too uncommon of a behaviour, and part of intros I find is showing that it's okay to take damage.
Alright, then you give the GM the bulleted list after their intro and tell them to use that
i think being risk averse being comes with not assessing risk properly (like there was no real danger there, but perceived risk is low hp=danger)
Okay sure, then letās accept it and move on haha
I'm honestly not even sure what's being discussed anymore.
Yeah
Someone said they liked in medias res
I also like in medias res
its just also been responsible for some of the most catastrophic player malfunctions I've seen
so its worth considering if thats worth it
I actually think that packing in a lot of official Lancer lore can be detrimental sometimes. E.g. if you say "you're Union DOJ", players will have lots of questions, but if you just say "You're a merc team for hire" then people are more likely able to grok that
On this I agree. It's something I actually really liked about Shadow of the Wolf's approach.
Arguably because it mirrors my own by personifying the tensions that exists and turning it into more of a character drama rather than abstract terms.
you can be part of an official military and still not know what's going on like, two levels up
sometimes even one level up, or cursedly, one level down
i think people having questions is fine but also i don't think every question needs to be given an answer, if it's like a worldbuilding question
Over the years that I've been running one-shots for folk of all different kinds, there were two sessions I've considered to be failures. The first was due to scheduling on my end, with it just going over time by a fair margin due to me not doing a proper job of focusing it. Subsequently I changed it up and it's been for the better.
The second however was overall fine except for the end, a short and snappy section that hadn't ever been an issue up til that point nor since, but where in this one instance the folk there just wanted to do too many different things despite being told they get to do one thing. It killed the tempo and the scene, and tbh the one lesson I took from it was just to put my foot down there.
Doesn't mean this covers all scenarios, and I hope no one takes it that way, but to an extent it's good to recognise what questions are fruitful and when you're just going in circles.
If I were to run Hell or High Water as a one-shot, this is how I would prep and run the scenario:
- Roll or pick 2-3 travel events that the PCs will encounter (e.g., start with the bridge being knocked out. This will be the first challenge the PCs have to deal with)
- Pare down the lore summary for my table thusly:
- Setting: Teporberge, capital city on a lush planet under threat from an incoming apocalyptic storm
- City engineers scrambling to build a shield emitter to save the city, but missing critical parts
- Some weirdos in the city think the storm is good an want to see the city destroyed by the storm
- PCs are muscle hired to escort a delivery of critical shield parts to the city center
Then I'd probably do an intro like this:
"We begin on a planet engulfed in a torrential thunderstorm. The 3/4/5 of you are already in your mechs, and as the rain batters on your cockpit windows, you look out and see, in the distance, silhouetted by flashes of lighting, a tremendous city. You know three things: 1) That city in the distance is this planet's capital city, Teporberge, and if this storm continues to worsen, the city and all its inhabitants will be eviscerated. 2) You have in your possession some very important cargo: critical equipment that can be used for setting up a shield emitter that would save the city from the worst of this storm. 3) There have been rumblings in the city of an apocalypse cult that would love nothing more than to see the city destroyed by the storm.
You have been hired to safely transport this critical equipment to the city center so that the shield emitter can be completed before the storm becomes too powerful.
Players, can you describe your characters/mechs, and what roles you're taking as you transports these goods along the abandoned highway leading towards the city?
<let players introduce>
Alright, as you proceed down the highway, you spot a crumpled mass of metal blocking your way. As you approach, you realize this metal mass used to be a bridge, which has been destroyed by the raging rapids that have emerged from below from the torrential rain. What do you do?"
That's about as detailed as I'd go, most likely
At the table, would you just make all the NPCs Delugist cultists?
For a one-shot, I'd make the At The Gates enemies Delugists probably, yeah
That would be the only combat. Success means the PCs deliver the shield parts
I might add something like that to the GM advice for "how to run a oneshot with this"
though my goal was that you could possibly make it through the whole scenario, at least with players who are on the ball.
Nothing to add; this all seems pretty great. Like the only things I'd consciously run differently would potentially prep all travel options even if only a few are chosen, but that's with the acknowledgement that I think your method is better here and I'd consciously be doing this because I think it's fun.
I'd have to spend time thinking about all the scenarios to figure out exactly what the challenge/threat is with them, but yeah you could do that by rolling
Also reminded of my bad habit that I oft don't always give information in a point by point form lol. It's more that a habit from some games sneaks into others where it doesn't always work as well
The reason I'm hedging is because I could see particularly enthusiastic players taking a lot of time with the narrative scenes and I'd like a ripcord to just say "okay you make it to the city gates and are attacked"
For the sake of pacing
Yeah no, rolling works, I just prefer hand-crafted too, to be more mentally prepared.
Sure, you could also pick events that might flow better narratively. Like, maybe some events make sense closer to the city
If I wasn't rolling, I'd set up attack by Delugists to be the last one as players approach the city.
Sure, that could be the combat
No, I mean as a narrative encounter -
Oh
- have an IED or something go off, some infantry try to jack the convoy or something.
And then when they get to the gates of the city, they're primed to think of the Reliance Brigade as just more Delugists
Gotcha
(and then they start talking and its clear they aren't)
See, I would probably save the words "Reliance Brigade" and "Delugists" as things that NPCs tell the players
Yep!
Like, maybe the PCs encounter the evacuees and that's when they first encounter those terms
Yeah that's how I'd do it
So, players are the ones asking "who are such and such?"
thats actually some more good stuff to put in the GM advice
like one encounter I envisioned, the "battle between factions ahead", was a way to introduce the idea that there's still fighting going on between various factions
especially since its not clear at first who is shooting who and who might be on your side (if anyone)
I added Amadeus Revacha to be someone who can explain shit
I think I like the bridge as the first encounter because it gives the players a chance to think in a problem-solving way using common knowledge and familiarizing themselves with their gear and character sheets, without the pressure of a lot of roleplaying with NPCs. It's a nice warm-up and sets the tone well
There was a fourth NPC that was a refugee leader but I couldn't find a way to fit them in
Heh, my approach with NPCs is usually less "How do I fit in more NPCs" and more "How do I collapse multiple NPCs into a single NPC?
Well, that's what I kind of ended up doing
the refugee leader was originally Captain Kastvark's brother
Word
Anyway, I don't know if that's helpful, but it's an example of the sort of thing I mean regarding providing efficient context and getting to the action quickly
Players might have additional questions ("Where did we get this gear from?" "Are there other people in our convoy?" "How far away from the city are we?" "How long do we have until the storm hits?") But those can all be answered easily enough IMO
And tells me that the players are interested in the story and care about what happens
Yeah, in a longer form I might spell some of this out
but in a trifold, you sort of have to trust the GM
thinking about like, a clock or something that sets the goal of the upcoming sitrep
so maybe you have to do a gauntlet in 8 clock, but you can get reserves at the cost of 1 segment
you can get 4 reserves and 4 rounds, or mix and match
could also be like a control where enemy starts with more points maybe
actually how should i do it if i go for control? shorter time alone isn't really a downside
maybe enemy gets +1 victory point and you lose a round?
so you need to fight up to 4 point lead in 4 rounds, if you're super greedy
id probably keep control simple
and inflate time via enemy reinforcements and the like
one thing that we do often with oneshots is that "budget is at my whim" if i want more npcs i just throw them in there
i'll drop in the slow ones closer beyond regular boundaries that faster npc's might deploy from if there's not enough npc's around the players/able to interact with them meaningfully in one round, etc, unless i am deliberately choosing something with set up or the players clearly intended to barricade approaches so as to slow down the opfor, etc.
i probably think that the design vision that we'll be using would be to just replicate what has already worked for our oneshots
-no reserves you either get what you get or you get nothing, this is just extra time and theres no need to massively infate time by adding decisions and dice rolling to the part of the oneshot that isn't combat or actually doing something
-Assuming that part of the oneshot buy in is that players will just accept their narrative circumstances. they will simply accept and choose from the presented initial set up scenarios.
-A pre-shot Recruiting blurb that crams all the expectation and the stakes into a short little paragraph or two you use to read out that should cover like, most, if not all of it,
-A focus on evocative and simple, heavily on-rails story and statement.
-We basicalyl don't really use mystery, in our perspectives, a one shot is "theres this big historical moment that these characters are doing and im throwing you in face first into this to experience this shit happening,"
-A lot of narrative expediting/reframing (things that many gms might be tempted to ask for skill triggers or challenges or clocks or stuff for, this just slows things down, instead, the fact of the matter is, professionals will be good at their jobs, and good planning will win, imo gms in all games use dice too much out of reflex and we think its good to break the habit. )
-more thoughts and rambling as we think of them later
Relevant for folks doing layout here: https://ci.itch.io/all-fonts-pack
Yall
This is a steal
I cannot stress how amazing this deal is
Its kinda obvious given The discount but for full commerical use its wild
Triple check the license to make sure the terms are good for yāall, of course
But Iām guessing itāll work for most projects in this jam
yoink
Reasonably happy with how my typst template is turning out. I'm still kinda of torn between traditional two-column vs single main column + sidebar, currently leaning towards the latter for simplicity wih A5
e.g.
Playing with Staatliches as a H1 font, wasn't loving Orbitron
here would be a traditional 2-column spread
Looking at these side by side, the 3/1 sidebar feels a lot more like the right answer
I dig the 3/1 sidebar, good visual interest
It's taking a lot from the Classic Explorer Template but... I mean, Clayton knows what he's doing
I just don't know what, if anything, to put in the upper left corner
Classic Explorer uses roman numerals, the purpose of which I'm not 100% certain of
Could do an inverted version maybe
(also, it always puts the sidebar on the left, which I am mixed on)
Looks like section header stuff
Classic Explorer also uses baselines which I am not going to attempt to do in Typst
Not ever Butterick cares that much about baseline grids https://practicaltypography.com/grids.html
The other weirdness here is putting justified text next to left-aligned text, which I don't hate?
I expected to not like it but I think I like double-left-aligned less
right-aligned in the left half? interesting...
oh i forgot to disable justify
Yeah, except with Justify on for the Body
So it looks nicer on the right half of the spread
Thatās what Iād try at least, never said I had actual taste lol
ah
I don't hate it, though I think I still prefer left-justify
Might change as i start adding actual content
Some pages might still use 2-column if I don't have any worthwhile sidebar text
Or go full width
We'll see
Are most folks going with an intro to lancer for their modules?
I believe it's the most commonly discussed one, and what seems like is presumed by many, but at least I myself and Dthalia aren't.
I mean, Lancer like
is very much designed to be played in more than one sitting
so if you're doing a one-shot, one of the big reasons is "people are on the fence about doing Lancer, so you're doing a oneshot to get them familiar with the system and introduce some stuff with no commitment to do more"
the other reason to play Lancer in one sitting is if you don't care about the narrative stuff (or do the narrative stuff outside of session time) and just want to get straight to mechs shooting each other
which you can do with a smooth enough VTT setup and players who are on the ball
see, Interpoint, Hearth, etc
but also those have much less of a use case for needing a 'module' since what they want is reusable opfors and maps
But I also just want to do stuff that tries out things I want to see more of.
so intro games are not the only thing you can do with a one-shot module, but like, its a major use case
After looking at the themes I am confident I am going to be making an LL12 one shot no matter which wins
now, packaging "highly reusable opfor and a few maps, suitable for reuse, plus a bunch of scenarios" might be interesting
I feel experienced enough with Lancer that that niche is the one I could write for on a crunch
but also the kind of person who is running a big reusable lancer thing is like
"making the opfor" is probably one of the fun parts?
oh I can't add a poll, was gonna do an unofficial poll to ask what people are doing for their modules
I am def making it for new players first and experienced player second
too much mental effort
Ty for the explanation, the question was
Are most folks going with an intro for their modules?
bc im trying to read the room here
discord had polls for a hot minute I swear
they do, but they may not have permissions to make one in here
What do you mean by "intro for their campaigns" like something intended to kick off a larger campaign/setting or something else?
I think they meant "module"? At least that's how I read it
because you can have an "introduction to lancer" that isn't "introduction to Backwater Station in the Long Rim"
so yeah I wanted to hear their clarification
As in, is the module you are making an introduction to Lancer
right, that's not how I parsed it, hence why I asked Rube for clarity
anyway we have 3 votes now
but if we want a bigger sample, Suji can post that link somewhere or something like that
intro to lancer yes!
you can put it in the itch forum or reddit if you want
I don't actually have a ton of announcement power
well technically I have access to #lancer-news but I'm not abusing it for this lmao
edited for clarity, Im much too scatterbrained today
I know I'm avoiding an intro to lancer whichever theme gets picked. I want that mid-campaign meat
Yeah I don't think that's appropriate for this lol.
Might consider a handout for this sort of trouble, if nothing else it gives the referee a better foundation to improvise details. If all or even just some player questions are answered by the handout, you've saved that much time as well
Eh, those details can be in the pamphlet or improvised
IMO the point isn't to anticipate everything the players might ask, it's to give the GM the material they need to keep the conversation moving
I must still be scatterbrained and phrasing things poorly! I thought I mentioned a handout for that reason
I understand what you meant, I personally don't think it's worth it
testin it out
making sure I know how it works, what looks okay and what doesn't
Cima is also defintiely a Font of all time
(Its the font used in The Test title there)
this fucks
wow my name on there huh
hell yeah, microcelebrity status
I was just about to ask too, is that a good attribution or would you prefer a different name
it's my internet name
should probably have a last name but i didn't pick one so that's fine
Hopefully nobody else chooses the same name and hosts a jam to steal my glory
(mostly joking)
o7
I will officially say on record though: you don't need to credit me or the jam
Though on a slightly more serious note since this the first time I'm ever jamming and probably putting out something? I really want to
I understand, just explaining the thought process
its part of the process that's gonna make it and much like how I wanna give Lancer a 'special thanks' shout out even though the Powered by lancer and the text bit is probably enough...
the jam (and you) deserve it too!
(least from meeee)
Eeeeeeeehhhh PeaPu!
Yep! I'm a commerical sub to their patreon so the maps I make are gonna all their assets
hell yeah
I haven't been thinking of my plans as being an intro, it's likely to be A Mission which could be run on its own or slotted in to a campaign. Perhaps it could function as an intro, though it would be a weird one.
Then thatād probably be a no from you
The question is supposed to be āis this gonna be āI need to teach these people how to play Lancerā one shot or notā
yep!
looks like fewer people than I thought, thought still pretty solid amount (assuming sample vaguely representative, which you shouldn't but on the other hand
)
huh almost 50/50? that is not what i expected
this is why we gather data!
Pretty bias data with small sample size
It only collect from people who are active in this thread.
i was expecting like 90% of people to make intro stuff haha so I'm pretty sure I'm wrong, even with a biased sample
on what
Lulu is basically a POD store
pod is print on demand?
Yes
Wanna buck the trend of nobody ever selling physical Lancer product
And also continue my crusade to promote running Lancer IRL
Someone did at PAXU! I saw them!
(I couldn't join because I'd already signed up for Mage)
Is there an expectation that modules have the same formatting and assets as the official Lancer rulebooks?
I am fully planning on not at all imitating the official formatting (but then, I'm a graphic design dweeb).
(A graphic design dweeb with a 3/4 finished custom page format for NPCs.)
unless one of my graphic design friends joins me, I probably will
it's associated with quality/effort and is better than anything I would come up with on my own
Some people want to fill that expectation, and that's okay. It's a cool visual look.
Others want to just make their stuff look good, in their own personal way. That, too, is okay.
Some of us dgaf and would hastily write our entire thing on paper napkins after a wild night in Namba, if inspiration strikes right there and then while waiting for the first train home inside a karaoke room at 3 AM.
this channel is gonna get pretty busy when the jam starts huh
or the entire #1056034709555138610, maybe
there gonna be double the amount thread, one for each oneshot!!!!
ah geez
i would love to see some zine look
lancer feels punk and deserves some more punk aesthetic stuff
We'll see. I suspect it'll be decently more active, but not by an inordinate amount.
Chances are that the folk who are active now will also be the folk who are active then.
Hell yeah looking forward to seeing this then
Iāll say that even as a person who has made a Lancer layout template, I hope that there are folks comfy enough with their layout skills to try their own style of layout instead
Some great posts on accessibility in design
https://www.explorersdesign.com/accessibility-design/
https://www.explorersdesign.com/tabletop-accessibility-checklist/
Accessibility in games is important! Thereās a reason I have a screen-reader friendly version of my adventures
Neat! Typst supports image alt text
For those of you out there anxious about comparing your submission to others:
there's a lot of "nice to have" features but if you can't do it, you don't have to do it
focus on the objective (complete the module)
New Objective: Survive
what layout software do you guy prefer? I have been keeping my everything on a word.doc for too long
Well I'm playing round with Affinity which is slick and fun but it does cost money
Also not me wanting to shake the timer to make it go faster (this is not how time works)
I can tell you from experience, don't use Scribus. It seems ideal, for a free program, but there's a lot of... frustrations. It might be less of an issue with a smaller project, but I was almost tearing my hair out in frustration by the end of Iridia.
(I have no good advice, just advice on what's not good.)
To the surprise of no one, I have been using Typst. If I weren't using that, though, I'd probably be learning Affinity
what?? what is typst???
I got typst running but the preview system in vscode is awfully finnicky
I feel like I'm missing something in terms of just like
having a button to restart the typst service?
feels like that should be a button and yet
Interesting, what issues are you having with it? Are you using Tinymist?
Also, if you use typst watch or enable "export on save" in the Tinymist settings, you can preview in a PDF viewer (assuming your PDF viewer updates when the source updates)
I do both, especailly since it's easier to check spreads in a PDF viewer
I'm using Tinymist in VSCode on windows. I was messing with fonts and wanted to restart the preview service so I could see changes, and the only way I could figure to do it was just exiting VScode
ctrl + shift + p => "Reload Window" is a faster way to "restart" vscode. but i dont think you need to to refresh the preview
If you install new fonts you do have to restart vs code
how's the web version
No idea
There's also a Typst restart server command
I don't know if that fixes font issues
I was trying to find a completely different post, but came across this: https://www.failuretolerated.com/eleven-questions-about-layout-in-rpgs
One of the big stumbling blocks people have with RPG design is layout, Iāve talked about not worrying about layout and instead focusing on content, but recently, Saker Tarsos asked me to go into a little more depth about how I approach layout and design. They collected questions from Dungeons & Possums and Discord User Galgorian and here we are....
Ayyy layout blogpost from the guy behind Mothership and its immaculate layouts? Hell yeah
āI started on layout from the beginning because itās fun for me and I feel like Iām really working on the thing itself.ā
I feel seen, Sean McCoy
Hell yeah
I am not a layout person
which like
is honestly kinda unfortunate for my project of making RPGs
but doing layout just doesn't grab me the way making narrative stuff or mechanics does
despite it being a much more critical factor in a lot of ways
I envy the people who can do it all
There are some people out there who can do writing, layout, art, editing, and cartography
And business/marketing
It's not fair
This is why teams exist lol
Well, so the saying goes, Jack of All Trade, Master of None...
Hey. When attaching map files to the module? Should I just upload them all together in a googledrive or mega? Do I need to link it in the pdf itself?
writing, mechanics, art, layout
only the avatar, master of all four elements...
(I'm sure there's more that i missed)
i would recommend keeping them on the pdf if possible, providing a link in whatever package they download from (possibly both)
itch.io will let you upload multiple files as part of a project so that shouldnt be an issue at all
the element of spirit: management
Yeah no itch can host your maps or any other digital files, so put them on itch with the rest of your project. A separate site link will just be more hassle for your customers
oh, thx, I have never put anything on itch before in my life XD
and I intend to put it out for free
I recommend setting up a draft project page there, just to get used to it and make sure you have the ability to ahead of time
If you plan on making any money on it (even PWYW) youāll also want to set up your tax information now
sheeze, I will need to check on my country law on this
...american tax information? As not everyone here is american.
I donāt know how it is for non americans, but itch is an American company so thereās probably some weird hoop to jump through
...I remember dealing with the IRS was a hellish process for Liminal Space.
It took me three weeks for them to accept 'America and Australia have a Tax Treaty, if I pay Australian tax on this income, I don't also pay American'. :S
I'm going to need to look up how this works for Itch.
...okay, this doesn't look too bad if you've got a tax treaty
Okay, yeah. It won't be fun but it's pretty dealable it looks if you're in Yankieland or somewhere that has a Tax Treaty with them.
please help I am slowly talking myself into doing this
Is this your interpretation of the Two Worlds theme
Or the Crime theme?
Maybe the Reclamation theme
(I canāt see āTwo Worldsā without thinking about the infamous 2007 Xbox 360 game)
family would have been a good theme too
not gonna post a vote and ignore it just a few days before it closes š
yeah but... u could tho
