Play Report: Homebrew World Oneshot

A few weeks ago, I ran my first oneshot using Jeremy Strandberg's short-play focused Dungeon World hack, Homebrew World.

TL;DR

The system is great. It contains all of the forward-thinking alterations to the PbtA system for which Jeremy is renowned in the community (which makes me excited to one day get a Stonetop game going again), as well as a bunch of smartly tuned moves to make short or oneshot play better. If you are running a HBW oneshot, here are my notes to myself for next time:

  • Skim all of the character moves before the game, or at least skim the ones your players have picked before you start playing
  • When each PC introduces their character, write down their drive. Ideally you can "tempt" each player with their drive at least once in the session
  • I found XP to be on the low side, but that's mostly up to the dice. Consider options to reward XP in other ways if you feel like the XP is not flowing fast enough
  • Do not print out the optional moves handout. Players will ignore the word "optional"

Part 0: Context

I ran this game with a group of four complete strangers at an event in my city. My time slot was somewhere between 3 and 4 hours long, including setup time.

Part I: Prep

For prepping any PbtA oneshot, Jeremy Strandberg has an incredible, comprehensive blog post all about it that I regard as required reading.

On the spectrum of whoops I didn't prep and oh god I'm drowning in prep, I definitely fall on the latter side. In fact I usually find that on the occasion where I don't have time to prep and have to improvise, I have a lot of fun with the unscripted hijinx; that is, in the context of a longer-running PbtA campaign.

So the question becomes: how does one prep for a oneshot, especially in a system so well known for its improvised play?

I ended up going for a mixture of styles I found in Perilous Deeps and 20 Dungeon Starters. I used the Castle Death starter from the latter, and heavily modified it. The main realisation I had was that as it was going to be a oneshot, there would be no room for repeat or boring rooms, things had to be quick and punchy, and I had to keep them moving; especially because this was a group of strangers and I had no idea how they'd play.

All of these pre-packaged starters came with setup questions, impressions, dangers, locations, and maybe some more. All of this is reasonable to me so far:

  • setup questions give the players a say and stake in what's going on
  • impressions don't tell you what's happening or why, but give you some extra spice for describing scenes
  • dangers are the things they're up against. I don't need to say who or where they are, just put them on the board together and see what happens

Locations, however, were a bit tricky. Do I design a physical space for them ahead of time? Is there value to making it up on the spot, or somehow giving the players some control of what it is they see next? Wouldn't it be better to design something bespoke, to give the players the feeling they're actually discovering something?

Instead of taking you through all the options, and my journey through them, I'll just tell you what I did: I prepped a list of locations in the castle, in some cases paired with a description or impressions specific to that room, and took care to make them all punchy. What does that mean? Essentially, that each of these locations was in fact a soft move to set a scene, from which we could improvise completely. For example:

Rich and soiled furnishings, looted from the helpless in days gone by

I mean, don't get me wrong. It's evocative, it builds out the setting, and gives a menacing feeling to the space. But now what? With a table of sufficiently experienced players, they could take this as an opportunity to have a quiet space to mourn the many trampled over by whoever used to own this place, build some character, very nice. On the other hand, they may not say or do anything at all, and this room does not offer them anything. I think this makes a great impression, but it's not a guaranteed hook for an interesting scene.

An eerily still pool blocking your path, crumbling bones littering the shore

This is better. Obviously you can always make this kind of setup grabby by making the players face some immediate danger (see SUDDENLY OGRES), but you have a whole repertoire of GM moves that will also do the job. For setting a scene, my favourites are:

  • announce trouble
  • reveal an unwelcome truth
  • put someone in a spot
  • offer an opportunity

and not all of these entail starting a scene with a burst of violence or action!

So, by the end, my prep consisted of:

  • Setup questions: to establish why the characters are there, what they plan to do, why must they hurry, and so on.

What do the locals claim to see on the battlements at night? Why do you (specifically) dread the answer?

  • Impressions: prepared juicy details and sensory descriptions that I could sprinkle throughout

Crumbling ancient stonework with vine-cloaked walls, distant shrill laughter, and the stench of goblin

  • Locations:

A wide-open courtyard, with a derelict fountain in the middle, lazily dripping a black ooze

  • Key places: important locations that could serve as anchor points for the story

A Hidden sanctuary, in which you quickly feel rested and comfortable… a little too comfortable maybe…?

  • Items: what's a dungeon crawl without loot?

The Codex of Wonders: a thick tome with a latching cover. If you use the codex to research a magical item, roll with INT: on a 10+, you figure out what it is, how it works, and any limitations or drawbacks; on a 7-9, you figure out only one of those, a way you could learn more; on a 6-, you misinterpret one of the them, in a potentially dangerous way. Mark XP only if you act on this misinformation.

  • Dangers: monsters, traps, and the bosses

Black nettle that stings like crazy, growing all over the place.

The Bugbear: Leader, Large, Intelligent, Organized, Stealthy, Cautious, Hoarder. Damage: Morningstar 1d8+4 (close, forceful) HP 10, Armor 2

Part II: Setup

Now onto the day of the game. I met my players, and quickly learned that all but one were completely new to PbtA, and had mostly only played D&D before. Truthfully that made me a bit nervous, but I quickly went over the rules and character creation with them and they started making characters.

This is where my first note-to-self comes into play: players had questions about moves, about backgrounds, what terms meant. When it came to system-wide things like Defy Danger or Hack and Slash that was simple, but for their playbook-specific concepts and mechanics, it really slowed things down for me to take the sheet from them, skim it, potentially misinterpret, have to go back and read more closely, and so on. All to say, I wish I'd done some more playbook reading in advance.

As we went on into setup questions, I had some difficulty getting interesting answers out of the players. I could chalk this up to any number of things, but for now I think I am just going to need more practice at it, because I'd never used this strategy before. Nonetheless, I did get some good stuff!

What do the locals claim to see on the battlements at night? Why do you (specifically) dread the answer?

I've heard they've seen hulking creatures covered in fur, and especially during the full moon. I really hope it isn't werewolves… I've got a personal grudge with them for terrorizing my people.

Part III: Playing the Game

At last we began playing. In one of my setup questions I asked a player what monsters they would have to sneak past in the swamps surrounding the castle, and I got giant, truck-sized frogs. Okay, pretty cool. The Ranger takes the lead on guiding them through the swamp, and rolls well: I kind of regret how I'd set up this section, with just one roll between them and leaving the frogs behind.

But worry not, our Thief comes to the rescue, deciding to Spout Lore about the frogs. Perfect. He rolls well, and seems interested in if some part of them is valuable.

Ah, yes, you've heard about these creatures before. They've got this little gland, the size of a baseball, tucked just behind their jugular. It is wildly valuable for the making of perfumes and colognes, and you even know a buyer back in town who would pay a pretty penny for it.

and from there, lightbulb for a great soft move.

The four of you have made your way through the swamp, following the twisting lines of solid ground and are finally approaching the castle. There clearly used to be an enormous outer wall here, but some great battle, or maybe just the frogs, has led to it falling apart into giant pieces. There's a section that's broken off and acts almost like a bridge over a mud-filled gully from your current location up onto the solid ground on which the castle stands.

Soundly asleep directly beneath your would-be bridge is a hulking beast of a frog. As you walk up the bridge and over the beast, you are struck by a pleasant smell, almost like tea with a hint of vanilla. If you look down, you can see a football-sized bulge with glands beside it, exhaling thin wispy vapours.

Just like that, we already have the PCs bickering about if the Thief can manage to literally slip a beast's throat out from under it. Can the Barbarian dangle him by his legs, maybe? Ultimately he is persuaded against it and we move on. I think this makes a strong case for why PbtA can be so fun: all the levers were in place for the Thief (pushed by his drive to do risky and dangerous things for coin) to poke at the world and for me to come up with interesting answers that invite the players to do fun exciting things.

There were a few moments throughout the session where I zoomed out like I did for their navigation of the swamp, but for some reason I've always struggled with running these macro-level moves. In fact, I reduced exploring most of the meat of the castle to one move, and I'm not that happy with how it turned out: I imagined something more interesting but the players just rolled a 10+ and I had nothing to do but give them the next scene.

Here's where another of my notes-to-self crops up, and it's specific to the game printouts. Especially with a table full of people new to the system, I wish I hadn't printed the optional moves handout. Not that I did it on purpose, the game smartly packages the PDF so that if you print double sided, they come on one sheet with the basic moves. That's clever, but also a problem, because I didn't intend to use them, and I didn't want to kill the momentum of play, so I just let them use them. This was ultimately fine, but I'd fully planned on not using those moves, and didn't think that players would just pick up anything in front of them and ostensibly say "I want to do that" (even if they did dress it up properly in the fiction).

Part IV: Final Thoughts

How to manage XP?

One conversation I often see around oneshots is how much progression the players should have, both in terms of XP and in terms of loot. Of course it depends on the tone of the game, and with a shlocky dungeon crawl I think a high level of progression is appropriate. Unfortunately, my players rolled extremely well throughout the session and so ended up not getting much in the way of XP.

Something Homebrew World does (as does Stonetop) that I particularly like is allow players to spend their XP not just on advancements (for which the cost is 5) but also to burn bright, adding +1 to any roll that has just been made. On top of this, I have read moves (though I can't for the life of me remember where) made specifically for oneshots that allow players to spend XP for better results in the mechanical context of the move. Both of these are great, and with them in play I would like XP to flow quite readily.

HBW as-written has players not mark XP for fulfilling their drive unless they Make Camp (think D&D long rest); unfortunately with a 3-4 hour slot it's unlikely that they'll Make Camp more than one time. I thought of three options for this:

  • rules as-written: mark XP for drives when you Make Camp
  • ramp it up a little: mark XP for drives when you Recover (short rest)
  • let it flow: mark XP in play when drives are met

I particularly like the third because it means players won't just think of their drive as a checkbox they need to hit before they Make Camp again, but rather encourage continuously inhabiting the space of that drive, looking to it whenever they think about what their character would do. I can see lots of potential drawbacks to this, but nothing unfixable.

  • it probably restricts character creation a bit by reducing a player's decision-making space to just their options for drives; I would fix this by letting players write their own drives, so long as I approve them
  • it could encourage players to play their characters as complete caricatures, lacking in depth; but like, it's a oneshot. What kind of depth are you looking for?

That brings me to another note-to-self: PC drives. I wish that I'd written down the drives of each PC, so I could "tempt" each of the players with their drive at least once within the session, to give us cool moments like the Thief with the frog glands.

How the story came together

For those interested in how the story turned out, here are some highlights!

The PCs approach the castle, passing the giant frogs, and scope out the entrance. There is a courtyard with a derelict fountain, dripping with black ooze, that the Thief scouts out. He uses a move to produce a magical rope that helps him do this, a "smart rope" like Sam's in LOTR.

On the way back, I decide he's going to spot the Codex of Wonders lying on a desk on the other side of a locked window. I manage to come up with a cool description on the spot:

Inside a window as you pass by, there is a book lying open on a desk in a library. It seems inconsequential, and you're about to carry on when you notice that the page to which the book is open bears an illustration of you, using your magic rope.

—but the fountain has started pouring out ooze at a much faster rate, crawling towards him. He leaves for now.

The party returns to the courtyard, which is now filled completely with black ooze that is calmly lapping about. They Discern Realities and I decide that the ooze doesn't like fire—it's avoiding the torches that are lighting either side of the courtyard. The Wizard tries to cast Light, and fails, his staff sending out a shock wave that knocks the whole party into the yard. This leads to a frantic sequence of the players trying to get to safety, creating little safezones with the torches they can grab.

In the library, they obtain the Codex, and a map of the castle. I introduce the black nettle and they discover it's very flammable, by almost setting themselves on fire. I see it in the Wizard's face, he's wondering: are the nettle and the ooze connected? Uh…they are now!

They fight and run through the castle, until they reach the throne room. At this point I call for a break; and in the three minutes of breathing room I have walking to and from the bathroom, I get it all figured out: I'm reskinning the bugbear as a werewolf that's been possessed by the ooze, that is extremely weak to fire.

I put him in a pitch-black room completely overgrown with nettle. The PCs light it on fire to "claim" a section of the room as theirs, and they take on the beast.

As the beast's body slumps over, the goo going slack and allowing the various pieces of werewolf it held together to fall apart onto the floor, you feel the entire castle begin to shake around you. Glancing out the window, you see trails of what were once nettle growing all over the exterior of the castle burning to ash, defiantly blazing against the pouring rain. The brickwork is starting to give—was this whole damn castle held up by the nettle!?

The PCs flee; and only just make it to safety before the whole castle crashes down behind them.

I'm quite happy with how that story turned out! I think you can pretty easily trace through this post how I went from vague, disconnected pieces of prep to well-formed, if basic, story. I quite like the mix of prep, player input, and improvisation I ended up with!

Other oneshot thoughts

I don't know if this is all GMs, or just me (it's probably not just me) but I find that when I GM, there are certain phrases I lean on quite a lot. My biggest one for the last little while has been "make your way". You can find it once in this post, but I had to stop myself from writing it several other times. Especially in the less well-considered context of a oneshot, it's important to practice varying your language.

Another oneshot thing: this was my first time running a oneshot on a specific time slot, and it really made me realise how much of it is a game of optimising setup and minimising friction as much as possible. For example, I think I'd like to have a stab at redesigning the HBW sheets, as I think there's some superfluous information and I think a "character creation" checklist to guide the player through the process would be really helpful.

To Conclude

Thanks for reading! I'll hopefully be able to run some more HBW oneshots and do little writeups like these to develop some of my ideas. Stay tuned!