The sun is sinking toward the horizon as too many men are being carried away from the field of battle. The spilt blood is the only thing able to quench the thirst of lost trust, lost friendship. He, who you once called friend and he called you brother, now stands a mere twenty paces away with his hand resting on the hilt of his katana. The memories of the years shared since childhood flood back. A story that twists two innocent friends into bitter enemies facing each other for the final time.
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A Single Moment by Tobie Abad is an amazing, well-crafted two person role-playing game (RPG). I received a review copy of A Single Momentwhile attending Life the Universe and Everything (LTUE) (website) from the U.S. distributor Gallant Knight Games (website).
Setting
The game begins at the opening of the climactic scene near the end, and develops as players tell their combined story through a series of flashbacks. This storytelling concept is used in books and movies and Abad has designed an RPG effectively utilizing this style in a rewarding fashion for the players.
The game book for A Single Moment focuses on samurai as an example. This is a great example since many honor-bound stories are told in this fashion. But the setting isn’t limited to feudal Japan.
The concept is for any setting having two characters facing off at the end of the story. This doesn’t have to be a death match, just the climactic scene where all of the flashbacks come together to complete the characters’ story. The two players create the shared story from beginning to end with guidance provided by the mechanics of the game as they develop the separate chapters.
Mechanics
In A Single Momentthe story has an overarching theme decided on when the characters are introduced. The theme is the underlying framework for each chapter as the story unfolds. Each chapter also has a focus for that portion of the story.
The players take turns being the lead storyteller through the creation of the tale. Being the lead allows the player to create a portion of the story that remains for the rest of the shared experience. Once a part of the story is introduced, it isn’t removed. It is built upon and provides greater definition, but the story presented is the truth as the player/character knows it to be.
Different rewards are earned as the chapter stories are told. Both players earn edges, hatred, and scars based on the outcome of each chapter. The chapter awards are accumulated for the final scene that started the game. The number of chapters is decided by the players. This allows for short stories or longer tales. There are even suggestions on how to create an epic saga.
Variations
The book suggests additional variations: western, knights, pulp fiction, space opera, and rom com. The concept presented is any story that ends with the two players facing off for one reason or another as the climax of the story.
I believe this can also be expanded to add a third player. The classic spaghetti western The Good, The Bad, and The Ugly is a wonderful example of how this can work. This would definitely add more time and complexity to the game. One consideration during a three person variation would be to have a series of chapters pitting two characters against each other instead of all three. You would need to make sure each character sat out the same number of chapters to ensure balance for everyone at the end.
Overall
A Single Moment is a great addition to an RPG library a number of reasons. It is designed for two players. The game doesn’t require a game master creating an adventure for the other player, since they develop the story as they play. It can be played in a single session or multiple ones. The mechanics are easy to learn. The variant settings allow for broad appeal.
A Single Moment is written by Tobie Abad and produced by Tag Sessions.
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Lifeblood is seeping from a wound you know will not, can not heal from. The shadows of the setting sun spread across the field in front of you. Your sword stands tall with the tassel from the hilt still swaying. It’s now sheathed in the flesh of your lost friend. The blood cost was greater than it should’ve been.
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