Thursday, April 11, 2019

Reality is Breaking Down Actual Play

I ran the Shift RPG for my niece and nephew a bit ago and had good fun. I made some modifications to it, as they had never seen some of the touchstone media for that game - no Inception, no The Matrix. They played smugglers just trying to retrieve and move a MacGuffin from one sector of The City to another.
The City, Subway Map
It was good fun, the game is set up such that the players describe a plan and try to roll under the 2 most relevant stats. When reality changes, the characters change - stats change for sure, and the players got to decide if they'd create new alter egos or not. We went from a dirty cop detective and faux student to a martial artist and a Flat Earther conspiracy theorist. The Flat Earther rolled well on a reality shift and, using the excellent Fractured Reality table from Cavegirl's Gaming Blog, made the world actually flat, and became a Round-Earth Conspiracy Theorist. The niece immediately tried (and succeeded) in shifting reality to make this Not The Case, because Flat Earth is a bad conspiracy theory.

I learned about Raw Water - an actual thing, people believing that it's 'better' to have unpurified water - because of course my nephew is awesome and knows about crazy beliefs.

The game system wants each player to think of regrets / mistakes and have those manifest in the world at times, cause problems, give the PC more insight into the shifting nature of reality. I gave the players a d12 (?) list of potential problems they could summon forth, but for the most of it they relied on me having weird stuff in the world, and I was happy to slowly ramp things up from a triffid apocalypse setting, through eco-collapsing archival worlds, to a Squid People Police State where mind-controlled prison labor kept things going. 

They did summon up a swarm of locusts to eat triffid-apocalypse pod people though. That was great. And the dirty cop detective got the feeling that everyone, herself included, was a pod person. And there were pod people after they reality shifted away from that stuff, because pod people are fantastic.

d12 antagonistic incursions caused by Your Issues
  1. Bull
  2. Train
  3. Bear
  4. Locusts
  5. Rival dreamer
  6. Former friend
  7. Huge market crash
  8. Tidal wave
  9. Weird eclipse
  10. Secret police agent
  11. Kaiju
  12. Vampire
They got captured by squid-people police looking for the MacGuffin. They awoke in a small security zepplin, broke free of their bonds, and used a machine gun to force the pilot and copilot to ditch. Then when encountering security balloons, they tried to fake their own deaths/crash but smashed into the security balloon, whose Squid Person overseer jumped into their zeppelin and fought them. Good stuff. 

The game system encourages players to 'solve' what's going on, but my players where happy to be professional smugglers, get the goods delivered. They did have great theories - the conspiracy theorist thought everything was happening on a big sound stage, all as fake as the moon landing. The detective / martial artist figured the world was like a smartphone that had been dropped in water and was glitching out, an amazing and dark analogy. 

Overall, a very fun one-shot with very little prep on my end. Edit: Probably the only thing I'd change was using that pointcrawl map as a subway map - if I want players to get out and explore or have encounters in each district, I shouldn't give them a big easy 'stay on the train' option, or should have thought of reasons to get off the train, or train encounters. But given this was a one-shot we barely had enough time for, I think what I did was for the best.

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