Create the Pilot Episode and Play!
Time for the pilot episode! Using the Hub and other information provided by the players, the Judge can create the rough workings of an episode. Remember, this is the Pilot, so everyone is getting their sea legs. This is a good chance for players and the Judge to learn what everyone is about and how their personalities mesh. After this episode, the players can re-jigger their characters as they see fit as well as open discussions on anything they want to change about the character creation process.
Below is a formula that can be used to create the pilot episode in quick order. Don't think too deeply on this, just go with something that will work for a few hours of play to test out the campaign, the characters, and have a good time. This is the ideal opportunity to make mistakes and just have a good time without worrying too much about controlling the game.
- Record
- The Judge will record the Hub, the Tie-In and the Tie-Outs of each character as well as any other notes. The Judge also keeps a personal copy of the themes discussed in Step Zero.
- The Hook
- Conflict centering around the Hub is suggested for the first episode. Simply put, what job needs to be done? Keep the themes in mind as well as character Tie Ins. Some examples are below:
- The Players are hired or tasked through the hub to complete a job.
- The Players are defending the Hub from an outside threat, either an enemy or a disaster.
- The Players are eliminating an enemy of the Hub.
- Allies or other characters are requesting aid from the Players.
- The Upset
- This is the turn in the story. An unexpected danger that escalates or complicates the problem before the characters can resolve the conflict. Because this is a pilot only a SINGLE Upset is necessary. Some examples are below:
- Hostages are taken - See your notes on the party's Wheel.
- Disaster! - Machinery breaks down, supplies run out, a brutal storm, dangerous wildlife, crash landing, etc...
- The source of the problem is later discovered to be somewhere difficult to get to.
- Betrayal from an inside source (not the hub itself).
- A secondary enemy, such as a potent guard or an army is discovered to protect the solution.
- Route to the solution is discovered to be perilous and requires difficult travel.
- Climax and Epilogue
- The game will come to a head and when all the problems are resolved, it will be over.
Set up the Starting Deck
All you need to do now is set up the Deck and your Hand.
Shuffle your deck and draw four cards. This is your Hand.
Below is a picture of the set up.
PICTURE OF THE DECK, DISCARD PILE.
MAIN DECK (YOU DRAW FROM THIS), DISCARD PILE (DRAWN CARDS GO HERE), HAND (SOURCE OF POWER) NOTES LOOK HANDWRITTEN AND THE DECK PLACEMENT IS OLDTIMEY FONT STYLE