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My plan was to let everybody pick a sheet that had an archetype that appealed to them, then I’d read off the disadvantages so they could pick a single one, so their character could have a flaw to play up. I gave each one a single advantage (just one to keep it simple to remember, and writing on the sheet what it did) and distributed skills and attributes according to that archetype. I didn’t name them or say anything about their background, I just put in an archetype, like Adventurer, Daredevil, Mercenary, Archeologist, Librarian, Holy Man, etc. Then I made up 25 pre generated character sheets, all built on the exact same number of XP. So all I had to say on game night was Cairo, 1936, think The Mummy and Indiana Jones, and boom, everybody there was on the same page for setting and flavor. And I’d just watched The Mummy (the Brendan Fraiser one, i.e. I needed to keep it something accessible to almost everyone, so that just by saying a few words, they’ve got the picture. If I went for some fantasy setting that would require some world building framing time I simply didn’t have. In this case, I wanted super streamlined.

Plus, the rules can be streamlined or crunchy depending on how you want to play. When you know what you’re doing with the card initiative and the benny economy, combats can be quick, cinematic, and flow well. Why? Once you’ve GMed it enough SW is super easy to run fast. Much of the following is going to sound like gibberish to non RPGers, but trust me, it makes sense to the nerds.įirst I needed to pick a system. He said that was insane, but then offered a ton of good advice anyway. I said, possibly up to 25, with experience levels ranging from hard core to total newb, oh, and they’re also probably going to be dehydrated, exhausted, and brain damaged from three days of training under the hot sun.
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So I contacted Alan Bahr, professional game designer extraordinaire, and asked for advice on how to run big games. Because the Venn diagram of gun gamers and role playing gamers overlaps a lot more than you’d think, and then some of the non RPGers wanted to try. When I asked the shooters who were coming who was interested in gaming, the answer was most of them. In the words of the great Jeremy Clarkson, this would be ambitious but rubbish. I’d run big con games before, but nothing anywhere near that. Which if you’ve played RPGs before, you know is absolutely insane, and the game will probably lumber to a chaotic doom. I was like, shit yeah! They reasonably asked, you want to cap it at a manageable number? I said, hell no! Invite them all!Įxcept counting everybody over the multiple classes, that was potentially as many as 25 people.
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So as I was coordinating with pro firearms instructors who were coming to teach at my range, they asked if we could have game night for the nerds in the class. When this got posted about on Facebook right after, a whole bunch of gamers asked how the hell do you run a game that big and not have it suck, so here’s how we pulled it off.Īpparently, in certain nerdy circles I have a reputation for being a really good GM. I talked about this in the last blog post about the Yard Moose Mountain Mega Shooting Weekend, where I had shooters from all over the country coming to my place for three days of pistol training, about how one night I ran a one off RPG session for 17 of them, and by some miracle it actually turned out good.
