Micro-Shots T he magic that permeates the world is far stronger, older, and all-encompassing than any mortal can truly comprehend. The same way that one can view the multitude of stars and know that they are distant, without comprehending the very real numerical amount of space and time that divides them, so is magic in its presence in the universe. Because of this reality, it is not surprising that some things happen through magic that no living being is aware of. Changes are made, fates decided, all possible by undetected magical influences that stretch out from the known reality, across the multiverse and beyond. There is a place, not extradimensional, not extraplanar, and certainly not present, where the smallest flap of a butterfly’s wing acts as an arcane component in a grand ritual of immense power. Within this place dwell the Forms; beings and objects that mirror those found in experienced reality, that come into existence for brief moments, and then fade. They do not realize that they are merely Forms, but this does not make them any less real. The Forms sole purpose upon their creation is to play out the chaos and determination of the events that brought them about, and in doing so, become a cause for some related material world effect. After their cause has been fulfilled, they return to the magic that they were born from. In this way, reality moves in complex ways that no one, save maybe the oldest gods, can understand. What are Micro-Shots? Micro-shots are small roleplay encounters that are meant to be played within a 30 minute session. They are crafted by the DM of a campaign from prompts in the usual sessions, and have the potential to affect the decisions the DM will make in future games. Micro-shots are limited to two players (plus the DM), and take on the roles of premade characters (called Forms) with simplified stats. These characters may be PCs from the campaign, NPCs, monsters, or something more abstract. DMs are encouraged to think outside the box when creating Forms for these micro-shots, and may even wish to experiment by giving sentience to otherwise non-sentient entities (storms, toys, etc) How to Run a Micro-Shot During the course of their campaign sessions, the DM will write down any number of “prompts” that stick out to them as holding some kind of significance. Some examples might be a difficult decision a PC makes, a quote someone speaks that everyone finds funny, or a particularly devastating attack. A prompt should be no more than 2 sentences, such as, “The wizard maximized his fireball attack, destroying the enemies, while leaving his allies unscathed.” or “The paladin finds that, with the loss of his powers, a new path must be found.” In preparation for the micro-shot session, the DM will create Forms, using standard character sheets, but leaving most sections blank. Blank sections can be filled in during the course of play as they become necessary, but are otherwise ignored. Each micro-shot is designed with a particular Style: Combat, Exploration, Decision, or Puzzle. Combat refers to a session that will include one or two combat encounters, usually incorporating some unique/important feature (terrain hazards/bonuses, unusual rules, etc). Exploration involves the use of skills to discover knowledge, such as the location of an object/person, the answer to a riddle, or the method of doing something. Decision is the social type of encounter, and involves the balancing of pros and cons to come to a meaningful decision, oftentimes requiring other steps be completed before making a final choice. Finally, Puzzle refers to sessions that contain thinking challenges, and may involve navigating a maze, solving a riddle, or bypassing some traps. Style Examples Style Description Combat Child versions of the PCs fight teddy bears Exploration Historical NPCs begin city planning Decision The gods argue who gets a priest's soul Puzzle PCs dream of being lost at sea Combat A king's emotions fight to keep sadness away Decision Some ghosts decide if they want to haunt All of these different kinds of sessions may represent historical events within the setting, a dream had by a PC (or NPC), or may be nothing more than a passing thought experiment in the mind of an aboleth. Whatever they are, they exist at the beginning of the session, and cease to exist at the end, regardless of the outcome or how much has been achieved. DMs should also prepare micro-shots with possible outcomes and game effects in mind. Effects do not need to have a mechanical effect, and instead might mean that a future NPC will be friendly when they otherwise would have been hostile (or vice versa). This might be explained in-game as the NPC experiencing a happy fortune (or an ominous nightmare) before meeting the PCs, setting their tone. Another example might be that the PCs will come across a secret compartment the next time they decide to search for one, wherever they are. A stroke of luck, a promise generously made, a path revealed, are all examples of changes DMs could make in their campaign session as a result of how a micro-shot played out. Before a micro-shot begins, players will know what style the game will take. They will then be given a character at the start of the game, and may decide to roleplay them however they see fit (no consistency with in-game characters is required). Roleplay and dialogue that are off topic are encouraged, but players are aware of the time constraint on the session, and must balance roleplaying dialogue with reaching an outcome they want. A negative outcome might not always be considered a failure; it is simply an indication of the kind of effect that will carry over to the campaign sessions. Made Using the Homebrewery