Just ran my first game, and had made a few tweaks to run it as a one shot, and it seemed to work pretty well. My main concern was around bullets being too abusable since each player could just auto-ignore 5 shocks.

Rule Tweaks

  1. Drop starting bullets to 2 per players, force them to take wounds instead, then give them back 1 bullet for each successful tab.
  2. Let players reroll 1s when rolling for rhythm, this way they don’t get stuck not being able to do as much their first game.
  3. Force players to narratively motivate using a bullet to absorb a shock, if its not related to their memory, don’t let them spend it.

General things I would do on a second run

  1. Really ramp up the difficulty, use your Risk at the start of the tab and bump the difficulty by 1-2 at the first tab. This forces more 0 hit checks, so players need to start exhausting their wounds and rhythm earlier.
  2. Players generally won’t ask to make clocks, so as a Big Shot you should redirect objectives to smaller clocks.
  3. I used 2 clocks for small things, like using a very unorthodox approach to achieve something.
  4. I house ruled letting players tick another clock after closing out a non-objective clock, if the non-objective clock was to do something that furthered the objective. I may have missed something, but I don’t see any mechanical incentive to finish clocks outside of the objective clock so I felt like giving a small bonus to it felt more concrete than just giving them something narrative. Also, most clocks are created in order to advance another clock anyway.