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O.S.P.M. One-Shot Party Game Guide

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0% found this document useful (0 votes)
159 views1 page

O.S.P.M. One-Shot Party Game Guide

Uploaded by

lucasleroyhenry
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

O.S.P.M.

One-Shot Party Motivator


for Mothership and anything else fast and loose

Make characters, then each player gets to answer one suggestive question that can shape the plot.

Now everyone has a motivation, but they have no cohesion, and no conflicts beyond those, so each
The Warden wields a lot of power customizing these according to player rolls 1d10 for the character of the player to their right, then for the one to their left (or any
1. the scenario in order to foreshadow, and harvest player ideas, other way you see fit)
2. whether this is a closed (secret), or open (players know, characters might not) game,
3. to charge players with missions, Dexter
4. give them license to play less social roles, 0 The crewmember reminds you of an old friend. Why?
5. or pit them against each other, 1 The crewmember always helps you. What with?
f and try not to ask androids about their family, it is really insensitive. 2 The crewmember has taught you something. What is it.
3 The crewmember can do something you envy. What is it?
Cogitatum 4 The crewmember makes you laugh. How?
0 When you were young you heard rumors about [this place]. What are they? 5 The crewmember has lent you some credits. For what?
1 Your father had a tale about [this place]. When did he tell it? 6 The crewmember has given you a present. What was it?
2 Where you grew up there was someone said to have come from [here]. Who was it? 7 The crewmember would have been held in high regard by your mother. Why?
3 Your family has suffered from [one faction] before. Why? 8 The crewmember has saved your life. How?
4 You have been trying to get intel about [this place] for ages. What do you need to know? 9 The crewmember gives you hope. How?
5 You have a blood debt to settle with [someone in the scenario]. Over what?
6 You are being blackmailed to obtain [this intel]. What with? Sinister
7 You miss someone whose trail ends [here]. Who is it? 0 The crewmember reminds you of an old enemy. Why?
8 You have always suspected you were born [here]. Why? 1 The crewmember gets annoyed by something you do regularly. What is it?
9 You were coerced / will be paid to betray the others [in a specific way]. By whom? 2 The crewmember intimidates you a little. How?
3 The crewmember has an issue with your olfactory presence. Which smell?
You could also start an investigation 4 The crewmember has insulted you. How?
You were given this specific intel: [clue]. By whom? 5 The crewmember has complained about you. What was their issue?
6 The crewmember owes you an explanation. For what?
Or seed conflict 7 The crewmember is responsible for a scar of yours. Which one?
Blue has always treated you well and you believe Blue wholeheartedly. Why is that? 8 The crewmember is a danger to you. How?
Without Red you would be dead. Red isn’t perfect, but it works for you. How? 9 The crewmember is a danger to THE CREW. Why?
Who did you learn Yellow from, and why is it so important to you?
Each player answers for themselves, but they should consult with one another, and share results.
Players should pick one question at random so nobody gets to play favorites.

Once this is done, just apply some mundane pressure, and start dialing up the tension with clues to the Bad.

Inspired by the chargen of Dread. You can also get the free Party Development Procedure by Christian Sorrell.

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