Bliss Stage Crimson PandoraJanuary 15, 2011
Bliss Stage Crimson Pandora is a Bliss Stage one-shot convention scenario for 6 players. I’ve only gotten to run this once, so I might tweak the numbers a bit with more play, but it worked really well first go around.
This is set up to be the end of a Bliss Stage campaign with 3 pilots and 3 anchors- players each take either a pilot or an anchor to play.
The final battle revolves around the aliens landing a mothership- and the desperate plan of the resistance is to destroy the landing pad as the ship is coming down- forcing it to crash.
This scenario has 2 missions: the first is to set up a disruptor to prevent the aliens from swarming the dream world as their ship is landing, and the second is to actually destroy the landing platform.
The two Hopes in play are:
– Do we defeat the Aliens?
– Do we wake the Sleepers?
Index Cards for Relationships
First, get some index cards – this is where you’re going to record the Relationship scores (noted on the Outline document below). Each relationship gets it’s own card.
I used colored cards, and each pilot got their own set of colored index cards for their relationships. I used a 4th color for the inter-pilot relationships.
Write the names in big black ink, and a line for Intimacy, Trust, and Stress. Write the numbers in pencil, since they’ll be changing in play.
During play, the players simply lay out the cards when they’re doing missions, and put the dice on cards as they’re assigning them. If a relationship is destroyed or burnt out for the mission, just have the player hand it to you until it’s repaired or available again.
The Player Quicksheet Doc includes a 2 -sided page for a Pilot and a 2 sided page for an Anchor. You’ll need to print 3 sets if you want one for each player. (I may tweak some of these to be more clear or concise).
The Character sheets are pretty ghetto, I won’t lie. You’re going to have to cut them down the middle, as each is a half page, and this is the doc that could do with layout revision. After printing, I took a highlighter to the Character’s name and Anima/Anchor Power to make it a little easier to read.
Clip the appropriate quicksheets to the character types. Clip Relationship cards to the pilots as well.
One of the rules of play is that the game is set where-ever you’re playing – in this case, I live in the Bay, so I set the Missions around the Bay. You should customize it to wherever you’re living.
I set the names of the characters to reflect the diversity of the area, you may have different ethnic groups that would fit differently depending on where you live.
The Outline document is mostly notes about important things to talk about to a group of new players.
I like to start by seeing who is or isn’t familiar with anime or the giant robot genre. It helps give a baseline of how to approach and describe things. If the group is anime-fluent, it’s really cool to bring up in narration and descriptions (“And then there’s a flash of light, and the alien falls in half!”).
Bliss Stage is a high concept game – so I try to nail that quickly and get people into the action. I mention the numbers, and what they do, and let everyone know to ask during play in case they forget or get confused.
Other than that- it’s classic Bliss Stage- the Mission document is written mostly in the voice of the Authority Figure, which you can adjust or cut down as necessary, and you do the usual Briefing- Mission-Interlude-Briefing-Mission format. By the second mission, one or two characters should Bliss out, which ought to bring things to a dramatic end.