Occasional Action Theatre (or OAT, for short) is the place where
adventures suitable for a single evening's entertainment live. These
adventures are presented in cinematic style, mostly because they have
been inspired by movies, but also because a movie-scene approach to
running the games helps with story line and flow. I have, as should
be obvious, pillaged the Feng Shui game mercilessly for this section.
I've also pillaged some characters from Surbrook's
Stuff, but that's OK, it's always been mutual!
All the adventures use a set of pre-generated characters (though
you can always use your own), plus maps and cardboard counters, so
you can run them with nothing else needed except some dice.
So, without further ado:


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Starring roles are archetypes which turn up again and
again. They're also the heroes of Occasional Action
Theatre.
Not on the same team, but definitely a character
role:
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The supporting cast is those characters who aren't stars,
but still get a mention - friends, enemies and villains!
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Extras are all those characters who get listed in the
credits at the end as "Woman with Red Coat" or "Long-Haired
Man ". They're nameless, faceless, and expendable.
- Mooks. You can get
cut-out-and-use Mook counters here.
- Cops
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All of the adventures follow a common format. First up is the the
credits, which includes those starring roles most suitable for use
with the adventure. In most cases, there will be more starring roles
listed than players available to fill them, so that players have a
choice of what they'd like (the adventures are ideal for 3-5 players,
but you should be able to balance them to 2-6 easily). Normally there
should not be more than one of each starring role in play at the same
time. The credits also include a supporting cast - in some cases this
can include a starring role which is not suitable for player
characters in that adventure - because it is scripted to die part way
through, doesn't appear until later, has important information the
players need to get, and so on.
After the credits is a brief introduction and then a plot hooks
section, detailing a link for all of the starring roles into the
adventure. Players should be given a slip of paper with this
information along with their character sheet so that they should be
primed and ready to go - and also to remind them of their motivation
during the game.
Finally there is the adventure. Each is set up as series of short
scenes, with a fairly linear plot line. This is ACTION theatre - it's
up the GM to keep the plot hopping. Don't let the players wander off
and spend two hours game time hunting vainly for clues. Hopefully,
the plot is interesting enough and obvious enough you won't have to
do a lot of herding. Each scene comes with a map and hints on how to
run that scene in a memorable fashion.
You can of course run these as part of a regular campaign using
your own characters, in which case you should be less heavy-handed in
guiding the players and flesh out the main adventure thread a
little.
With that said, here's the adventures! Lights, Camera, Action!
- Return of the Iceman. Movie-set
mayhem in Hong Kong leads (inevitably) to a massive gangland
shootout!
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