Approximate time to read: 3 minutes.
One-shot quick-start games matter a lot. If you can sit down and run something with only 15 minutes of warm-up (or less), then you have a valuable asset in your gaming pocket. A good example, yesterday I didn’t really know what I would be running, but what I did know was that I needed to fill a 3.5 – 4-hour slot with a one-shot game and I wanted that slot to be more game than book-keeping.
Symbaroum has a simple enough character generation system, but the challenge comes in the choices. I managed to run a game of Into The Odd because the game prep at the start of the session minimises player thinking time. I ask what general sort of character would you like to play – and then the rest of the process involves random rolls on a bunch of tables for weapons, adventuring gear, hit points and even the character’s name. A player rolls for everything – including the character’s three attributes – and that randomization makes for a speedy “in” to the game and a minimal character sheet, with only three stats.
Well, Symbaroum has eight stats and a bunch of Abilities and Power that mean you probably won’t get out of character generation in less than 15 minutes because of the analysis-paralysis of choice.
We need more random!
The Funnel
The Symbaroum Funnel proposed a method for generating a character with a more random approach, with a Zero. A Zero has no experience and, therefore, doesn’t have any Abilities or Powers. You pick the spread of Attributes, roll for equipment and also for a goal – and then you get adventuring.
To assist with this process, I have come up with a very basic – but flavorful – character sheet based on my emblem for The Iron Pact. You can download a sheet of nine Symbaroum Zeroes character summary cards from this link to Drive.
You can either record information directly on the card – or you can stick the card in a top loader sleeve (heavy duty plastic cover used to store trading or collectible cards) and write on the sleeve with a dry wipe pen. In principle, a combination of the two probably works as mostly the character’s Attributes won’t change. The only change will likely come from the derived scores – like Toughness – and the accumulating values – like Corruption. The name, goal, occupation and base scores should stay the same.
For the rest of the character information, use a scrap of paper or a dry wipe card – like the one in the picture. Makes for a neat and portable combo – even when you later acquire an Ability or two. Just take you cards – character and Ability Reference – and keep them together with a bull clip or an elastic band. Or, you could print the sheet on a piece of card and then the player can scribble on the back with additional information without it showing through. Or use a pencil.
More Random, Please
You have a card for recording you Attributes, goal, name, and occupation – and the rest goes on another sheet. You can roll most of that information up on the tables provided in the Funnel article – but you still have the issue of analysis paralysis on those aspects not covered by a table.
Don’t hold back from letting the players consult the core book when it comes down to choosing a name for their character. You can always let them choose or quicken the pace with a D6 or D8 and randomise the selection, depending on the length of the list in the Race section.
And those Attributes… that might take a while. Well, I have that as a work in progress and plan to have a table completed with options there. It occurs to me that if the basic decision can be fixed – i.e. where they stick the high scores, the rest will come soon enough.
- Academic – C, P, Archivist
- Architect – C, A, Hideout
- Ascetic – R, V, Memory Master
- Barber – C, A, Business
- Barrister – P, C, Commanding Voice
- Bounty Hunter – Q, V, Bloodhound
- Bureaucrat – P, R, Manipulator
- Groom – S, C, Beast Tongue
- Gravedigger – D, S, Pet
- Herald – P, Q, Privileged
- Monk/Nun – V, R, Contacts (Church of Prios)
- Scribe – A, C, Archivist
- Storyteller – P, Q, Storyteller
That’s not a complete list, but the idea would be to propose the two highest Attributes and an Advantage (which I have roughly translated from the Swedish Symbaroum Spelarens Handbok, so pardon any confused meanings… I’m not done yet). I think it might also be an idea to propose what might be the lowest Attribute – and then the player only needs to fill the numbers in around the middle, where the difference is less extreme.
It’s a work in progress, but I hope it might make Symbaroum more useful as a one-shot drop-in game. With simple adventures suited to Zero heroes or just a few encounter ideas jotted down around a simple sketch map, you can have a game up and running, from nothing, in moments.
Wow!! Can you show us how you made that Character Sheet?? That’s brilliant! Where are the abilities listed?
Print out the PDF sheet and cut it up into nine small sheets. I put that into a trading card top loader, so you can then write on top with a dry wipe pen. The bottom part (the white bit) is a PVC card, which means you can also write on it, but any piece of scrap paper would do.
There are no Abilities to list. As a “zero-level” character, they don’t have any. The idea is to play with these characters for the one-shot to introduce the concepts and background of Symbaroum. After that, you can skip on to creating full characters with Abilities.