I had a game session planned this evening, and one of the players didn’t show up.
What to do?
Naturally, I suggested that… I had something in my pocket which could do the job!
We were talking about Star Wars, so I said, “Hey, let’s play Pocket Danger Patrol in the Star Wars universe. I’ll explain as we go!”
Everyone was on board.
We did setup, character creation, and one round in about two hours (maybe a little less), and we had a blast! I improvised some Abilities, which weren’t quite perfect, but worked well. (The list was very good, I think; however, categorizing them into two columns wasn’t really working out. We mixed and matched, which represented the fiction well: for instance, closing your eyes and trusting in the Force while operating the reactor could be Tech and The Force, even though they probably would both have been Role abilities.)
It was a lot of fun! Four contrasting heroes, and some wild hijinks.
Fortunately/unfortunately, we had amazing dice luck. On the first turn (we used Seth’s trick of making the first action a flashback), we eliminated three threats, including an Epic-level threat (8 hits to take out, regenerates one per turn) and one linked threat, while suffering almost no setbacks. (On my first roll, I rolled eight dice and managed ten successes!) It was exciting but also almost disappointing - I think we were all looking forward to seeing these in action.
We got two fantastic d12 outcomes, as well:
The Imperial asset, Asajj Ventress, is desperately in love with one of the heroes, and will probably show up to help later, at an opportune time.
My character now has the wonderful line - “The heart of the black hole lives within me - d12”.
I’m still curious about finding ways to make the game more organic. So far I’m following the lead of Seth’s writeups, and they’re quite mechanically driven.