redrick
First Post
At several points in my relatively brief DM'ing career, I've tried to run characters through a very short, one-session adventure. When doing this, I generally pick a small, location-based adventure, and run it. Some of them I've built from scratch, and others have been published. I've noticed that my playstyle tends to be a little slow (lots of emphasis on exploration, interaction and character interplay), so every time I run a "short" adventure, I make the adventure shorter and shorter. Last night, I ran an OSR adventure called Prison of the Hated Pretender for a group of 6 first-level characters. "This adventure looks like it will be over in less than 2 hours," I said to myself. "No way we won't finish this."
After all was said and done, the adventurers got through the first floor (that's 3 rooms with one combat encounter), before two of our players had to go home. Once character introductions were finished (and yeah, we rolled for character relationships on a table and then let the players spend a few minutes fleshing those out, which took some time, but was fun), we had about 2.5 hours of play time. To be fair, I think everybody had a great time, and two of the new players seemed excited about coming back for another game.
(EDIT: To be clear, I found this adventure wonderful and would happily recommend it. It's free to download!)
SPOILERS BELOW
We arrived at the Prison, a stone tower in a back-plains part of the world. I started the players out a few hundred yards from the structure, so they could see the tower and the ramshackle village nearby, and decide whether to approach the tower right away, or head to the village and ask for information. This is Short Adventure Mistake #1. I want the players to have a choice in how they approach a location, so I give them a few yards to get situated. Now, the players spend some time getting closer to the tower. Do we go straight to it? Do we go to the town? Do we fire an arrow at it and see what happens? How does it smell?
We approached the tower. The mouth was an opening with a door in the back, where the throat would be. (I forgot the part about the back of the mouth just being bars, so the back of the mouth was otherwise stone.) Next to the tower was a tree that grew right alongside it. I clipped a picture of the tower to the front of my DM screen. The players continued to ponder their options. As they should! Strange screaming towers in the middle of nowhere are probably dangerous! On the other hand, things that are dangerous sometimes pose rewards, and the treasure site on their treasure map was another 8 days off. Should they open the door? Go to the village and ask for information? Try to climb the face? Climb the tree?
Somebody climbed the tree, and as he got to the top, realized that the eyes were open. He looked into the eyes, and saw some freaky looking ghostly things soaking in some sun-rays through the eye. He grew concerned, tried to climb back down, made a noise, drew the attention of the ghostly things, but escaped without injury, because the ghosts didn't seem interested in leaving the tower. Cool. This is all Part of the Adventure. That's what that tree was there for.
Back on the ground. Well, there are ghosts in the tower. They looked angry. Some wracking of brains suggested that ghosts exist and are capable of hurting people. Some transcendental meditation picked on some seriously harsh anger, fear and guilt vibes. This place might definitely be dangerous. ("Aren't we supposed to be following this treasure map, anyway? Maybe we should just get chopping." "The Gods wouldn't have put this carefully detailed structure with a single tree in the middle of these flat, boring plains if they didn't want us to investigate them. There's probably treasure inside.")
We went over to the town to ask for information. Only one townsperson seemed interested in speech. Two other visible townspeople appeared to be in varying states of severe inebriation. Sasha, the "chatty" one, told us that bandits had been hiding out in the tower, but they wouldn't last long, because the place was haunted. (This was, I thought, more or less true.) The drunkard lying face-down in the mud in a pool of his own vomit (but with his breathing clear) was investigated. "My husband, Gleb," said Sasha. Questions were asked about the other drunkard, the one just sort of stumbling around in circles. "Masha's husband, Sergei. She lives in that house over there." Short Adventure Mistake #2: Just outside every short adventure is a whole lot of stuff that can be explored, most of which only relates tangentially to the short adventure that you thought you were going to race through in an hour. This was all fun for me and the players, so not too much of a foul.
We decided to check on Sasha. It turned out that Sasha was trapped in under the floor of her hovel. Her legs had been amputated in an accident, and Sergei didn't want people seeing her. (Whoa, this was getting dark, I thought to myself a little late.) Sergei promised to bring her a chicken, but he had probably gotten drunk on tree vodka and hadn't been by in 3 days. The adventurers gave her some food and helped her out of the hovel. Earned some inspiration (D&D 5e). I was concerned that I was getting into some misogynistic territory, so, to cover my butt, she asked them to kill Sergei for her. The adventurers, mostly lawful types, declined, but they did offer to chop down the vodka tree. Sidequest. 4 new characters. At least we were having fun.
Sasha told them that the ghosts in the tower could be placated by gold. "Is that true?" I thought. "I don't remember seeing any indication of that in the other descriptions." Adventure reading is impressionistic business. Too busy imagining and being inspired to keep track of everything that's actually written down.
We went back to the tower, now armed with the "knowledge" that the ghostly phantasms would be placated by gold. Somebody climbed up the tree again, and threw a gold piece in through the eye. At first, everybody got angry at the tree-dude, but then I felt bad for feeding these people lies, and they were really excited about this gold thing, I so rolled a quick reaction check and one of the phantasms decided to swallow the gold and disappear. Gold kinda works, the adventurers decided.
More standing outside the tower. A whole lot of ideas about ways to use gold to get gold. Eventually, somebody says, "maybe we should just go inside."
Inside the tower, we discover a big magic circle. Behind the circle is a room with some more ghosts in it. They are looking at the adventurers, but don't seem to cross the circle. We put some gold in the circle, but it just gets pushed out. Damn. Have to cross the circle.
We run across the circle, and throw a lot of gold at the phantasms. Reaction roll. Some get distracted. The rest attack! Two sets of floating balls twirl around the barbarian and make him kind of sad. A faceless lady hugs the wizard, which makes him angry to the point of hp loss. The adventurers attack, and chop the ghosts to bits. Phew, end of combat. (I am not concerned that we didn't see combat until more than 90 minutes into play, though some fair critique was leveled at me that new players deserve to get one combat out of the way straight off the boat because it brings a lot of the gibberish on their sheets into focus.)
Now, we are in the museum. I tell them about the murals behind the bookshelves. Everybody checks out the bookshelves. There's nothing on the bookshelves, but there are some murals behind them. Short Adventure Mistake #3: When there's only 5 things in your adventure, you feel like you should show at least one of them off. Makes you more inclined to get a little pushy.
We finally look at the murals, and I hastily try to remember what's on them, and screw up the sequencing a bit, but it's alright, we get the point across. There's a mean dude who was in charge, he used some fancy magic to electrocute people, but then he got surrounded by stern looking dudes with holy symbols on their head and they pulled his intestines out while he watched.
At this point two of the players have to go home to walk their dog.
There's 4 people left, but one leaves to get beer, because she was really only playing because her brother was playing, and now he's off to dog-land. The 3 committed adventurers think about going downstairs, but instead they go upstairs.
There's still ghosts in the eyeball room. Quick fight takes care of them. There's a trapdoor up to the ceiling, but we decide to check out the rest of this floor first, and open that door in the northwest.
This room is pitch black (though sunlight coming in now that door is open), and it smells of overdue death. (The adventure makes it clear that this smells of something that's been dead for a very long time, which is not exactly a meaningful image to me, because my experience with leaving mice to rot behind my dresser is that, after a year or two, the smell tends to dissipate. So I'm trying to make it clear that this is a death smell that has somehow escaped the usual dissipation process, and it becomes entirely clear that I'm just trying to say, "you smell undeath.") As the sunlight reveals some gnawed on bird carcasses and overturned furniture, a voice from the corner behind the door screams, "Close the door!"
At this point, we decide that we want to see what is going on. Everybody knows that undeath is associated with evil, and we want to see this evil thing. So the cleric casts a light spell in the middle of the room and, for good measure, the wizard tries to light an overturned chair on fire. Things escalate, because the dude in the corner is not into light. There's a lot of movement and clattering of initiative dice. Nobody wants to go into the room, but the cleric does smash the door into the face of the dude as he rushes towards her to push it closed. He manages to slam the door shut, but the monk (who has come back from her beer run) ninja kicks it back open. The barbarian runs in and swings his battle axe, but is disappointed when the results don't seem to match up to his general expectations of metal penetration with such force and precision. ("You mean he's resistant to the damage?") In keeping with 5e's more lenient resistance and immunities, I downgraded the immunity to all non-magical and non-silvered weapons to resistance.
We also see that he is hunched, scrawny, has a terribly unkempt beard, and is wearing a crown of sticks and bird bones. This elicits sympathy in ... absolutely no-one.
And then everybody needs to go home. I tell them that, upstairs, they would have found a pumpkin in a bathtub, surrounded by scribbled magical signs, and a big device of gears and wheels and telescopes and stuff. They go, huh, magic device.
The end.
The lesson I've learned is that, while that adventure was fun and I still stand by it, short adventures are deceptively long. Next time I need to run a one-shot, I'm starting my characters inside a large dungeon. They won't clear the dungeon, of course, but when you've got 50 rooms to explore, there's no real concern if one room ends up going off a little funny, or if they ignore the stupid murals in room 23, because there's other murals in room 13, or if they spend a while dithering about entering are 10, because while they're dithering about entering area 10, there's still plenty of dungeon left to interact with in areas 6, 7, 8 and 9. Dungeons have a way of creating urgency. They have a few limited options, so players don't feel they need to explore the infinite possibilities of your vague, undeveloped barren plains before they do anything. They have natural boundaries, so you don't have to make excuses as to why players can't go "over there," or quickly scramble to build a whole new adventure "over there."
Whenever I run a short adventure, it takes forever because we spend the whole adventure, well, outside of the adventure.
Dungeons are really nice.
After all was said and done, the adventurers got through the first floor (that's 3 rooms with one combat encounter), before two of our players had to go home. Once character introductions were finished (and yeah, we rolled for character relationships on a table and then let the players spend a few minutes fleshing those out, which took some time, but was fun), we had about 2.5 hours of play time. To be fair, I think everybody had a great time, and two of the new players seemed excited about coming back for another game.
(EDIT: To be clear, I found this adventure wonderful and would happily recommend it. It's free to download!)
SPOILERS BELOW
We arrived at the Prison, a stone tower in a back-plains part of the world. I started the players out a few hundred yards from the structure, so they could see the tower and the ramshackle village nearby, and decide whether to approach the tower right away, or head to the village and ask for information. This is Short Adventure Mistake #1. I want the players to have a choice in how they approach a location, so I give them a few yards to get situated. Now, the players spend some time getting closer to the tower. Do we go straight to it? Do we go to the town? Do we fire an arrow at it and see what happens? How does it smell?
We approached the tower. The mouth was an opening with a door in the back, where the throat would be. (I forgot the part about the back of the mouth just being bars, so the back of the mouth was otherwise stone.) Next to the tower was a tree that grew right alongside it. I clipped a picture of the tower to the front of my DM screen. The players continued to ponder their options. As they should! Strange screaming towers in the middle of nowhere are probably dangerous! On the other hand, things that are dangerous sometimes pose rewards, and the treasure site on their treasure map was another 8 days off. Should they open the door? Go to the village and ask for information? Try to climb the face? Climb the tree?
Somebody climbed the tree, and as he got to the top, realized that the eyes were open. He looked into the eyes, and saw some freaky looking ghostly things soaking in some sun-rays through the eye. He grew concerned, tried to climb back down, made a noise, drew the attention of the ghostly things, but escaped without injury, because the ghosts didn't seem interested in leaving the tower. Cool. This is all Part of the Adventure. That's what that tree was there for.
Back on the ground. Well, there are ghosts in the tower. They looked angry. Some wracking of brains suggested that ghosts exist and are capable of hurting people. Some transcendental meditation picked on some seriously harsh anger, fear and guilt vibes. This place might definitely be dangerous. ("Aren't we supposed to be following this treasure map, anyway? Maybe we should just get chopping." "The Gods wouldn't have put this carefully detailed structure with a single tree in the middle of these flat, boring plains if they didn't want us to investigate them. There's probably treasure inside.")
We went over to the town to ask for information. Only one townsperson seemed interested in speech. Two other visible townspeople appeared to be in varying states of severe inebriation. Sasha, the "chatty" one, told us that bandits had been hiding out in the tower, but they wouldn't last long, because the place was haunted. (This was, I thought, more or less true.) The drunkard lying face-down in the mud in a pool of his own vomit (but with his breathing clear) was investigated. "My husband, Gleb," said Sasha. Questions were asked about the other drunkard, the one just sort of stumbling around in circles. "Masha's husband, Sergei. She lives in that house over there." Short Adventure Mistake #2: Just outside every short adventure is a whole lot of stuff that can be explored, most of which only relates tangentially to the short adventure that you thought you were going to race through in an hour. This was all fun for me and the players, so not too much of a foul.
We decided to check on Sasha. It turned out that Sasha was trapped in under the floor of her hovel. Her legs had been amputated in an accident, and Sergei didn't want people seeing her. (Whoa, this was getting dark, I thought to myself a little late.) Sergei promised to bring her a chicken, but he had probably gotten drunk on tree vodka and hadn't been by in 3 days. The adventurers gave her some food and helped her out of the hovel. Earned some inspiration (D&D 5e). I was concerned that I was getting into some misogynistic territory, so, to cover my butt, she asked them to kill Sergei for her. The adventurers, mostly lawful types, declined, but they did offer to chop down the vodka tree. Sidequest. 4 new characters. At least we were having fun.
Sasha told them that the ghosts in the tower could be placated by gold. "Is that true?" I thought. "I don't remember seeing any indication of that in the other descriptions." Adventure reading is impressionistic business. Too busy imagining and being inspired to keep track of everything that's actually written down.
We went back to the tower, now armed with the "knowledge" that the ghostly phantasms would be placated by gold. Somebody climbed up the tree again, and threw a gold piece in through the eye. At first, everybody got angry at the tree-dude, but then I felt bad for feeding these people lies, and they were really excited about this gold thing, I so rolled a quick reaction check and one of the phantasms decided to swallow the gold and disappear. Gold kinda works, the adventurers decided.
More standing outside the tower. A whole lot of ideas about ways to use gold to get gold. Eventually, somebody says, "maybe we should just go inside."
Inside the tower, we discover a big magic circle. Behind the circle is a room with some more ghosts in it. They are looking at the adventurers, but don't seem to cross the circle. We put some gold in the circle, but it just gets pushed out. Damn. Have to cross the circle.
We run across the circle, and throw a lot of gold at the phantasms. Reaction roll. Some get distracted. The rest attack! Two sets of floating balls twirl around the barbarian and make him kind of sad. A faceless lady hugs the wizard, which makes him angry to the point of hp loss. The adventurers attack, and chop the ghosts to bits. Phew, end of combat. (I am not concerned that we didn't see combat until more than 90 minutes into play, though some fair critique was leveled at me that new players deserve to get one combat out of the way straight off the boat because it brings a lot of the gibberish on their sheets into focus.)
Now, we are in the museum. I tell them about the murals behind the bookshelves. Everybody checks out the bookshelves. There's nothing on the bookshelves, but there are some murals behind them. Short Adventure Mistake #3: When there's only 5 things in your adventure, you feel like you should show at least one of them off. Makes you more inclined to get a little pushy.
We finally look at the murals, and I hastily try to remember what's on them, and screw up the sequencing a bit, but it's alright, we get the point across. There's a mean dude who was in charge, he used some fancy magic to electrocute people, but then he got surrounded by stern looking dudes with holy symbols on their head and they pulled his intestines out while he watched.
At this point two of the players have to go home to walk their dog.
There's 4 people left, but one leaves to get beer, because she was really only playing because her brother was playing, and now he's off to dog-land. The 3 committed adventurers think about going downstairs, but instead they go upstairs.
There's still ghosts in the eyeball room. Quick fight takes care of them. There's a trapdoor up to the ceiling, but we decide to check out the rest of this floor first, and open that door in the northwest.
This room is pitch black (though sunlight coming in now that door is open), and it smells of overdue death. (The adventure makes it clear that this smells of something that's been dead for a very long time, which is not exactly a meaningful image to me, because my experience with leaving mice to rot behind my dresser is that, after a year or two, the smell tends to dissipate. So I'm trying to make it clear that this is a death smell that has somehow escaped the usual dissipation process, and it becomes entirely clear that I'm just trying to say, "you smell undeath.") As the sunlight reveals some gnawed on bird carcasses and overturned furniture, a voice from the corner behind the door screams, "Close the door!"
At this point, we decide that we want to see what is going on. Everybody knows that undeath is associated with evil, and we want to see this evil thing. So the cleric casts a light spell in the middle of the room and, for good measure, the wizard tries to light an overturned chair on fire. Things escalate, because the dude in the corner is not into light. There's a lot of movement and clattering of initiative dice. Nobody wants to go into the room, but the cleric does smash the door into the face of the dude as he rushes towards her to push it closed. He manages to slam the door shut, but the monk (who has come back from her beer run) ninja kicks it back open. The barbarian runs in and swings his battle axe, but is disappointed when the results don't seem to match up to his general expectations of metal penetration with such force and precision. ("You mean he's resistant to the damage?") In keeping with 5e's more lenient resistance and immunities, I downgraded the immunity to all non-magical and non-silvered weapons to resistance.
We also see that he is hunched, scrawny, has a terribly unkempt beard, and is wearing a crown of sticks and bird bones. This elicits sympathy in ... absolutely no-one.
And then everybody needs to go home. I tell them that, upstairs, they would have found a pumpkin in a bathtub, surrounded by scribbled magical signs, and a big device of gears and wheels and telescopes and stuff. They go, huh, magic device.
The end.
The lesson I've learned is that, while that adventure was fun and I still stand by it, short adventures are deceptively long. Next time I need to run a one-shot, I'm starting my characters inside a large dungeon. They won't clear the dungeon, of course, but when you've got 50 rooms to explore, there's no real concern if one room ends up going off a little funny, or if they ignore the stupid murals in room 23, because there's other murals in room 13, or if they spend a while dithering about entering are 10, because while they're dithering about entering area 10, there's still plenty of dungeon left to interact with in areas 6, 7, 8 and 9. Dungeons have a way of creating urgency. They have a few limited options, so players don't feel they need to explore the infinite possibilities of your vague, undeveloped barren plains before they do anything. They have natural boundaries, so you don't have to make excuses as to why players can't go "over there," or quickly scramble to build a whole new adventure "over there."
Whenever I run a short adventure, it takes forever because we spend the whole adventure, well, outside of the adventure.
Dungeons are really nice.
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