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What happened to one-off games?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7006957" data-attributes="member: 6787650"><p>We have similar tastes. I see one-offs ("adventures") as the basic unit of play in (A)D&D; a "campaign" is what happens when a one-off is enough fun that players want to re-use their PCs in another adventure. But the key is to deliver a satisfying adventure.</p><p></p><p>I'm currently experimenting with a number of approaches, from adapting Betrayal At House On The Hill to run off a 5E rule chassis to letting players create higher-level PCs for a one-off using <a href="https://maxwilson.github.io/Beast/AbstractDungeoneering/" target="_blank">abstract dungeoneering</a>. The people I'm currently most interested in playing D&D with are busy people, mostly novices to RPGs but with a high degree of interest if time can be found (they've played a lot of CRPGs before) so I am very interested in providing a variety of fun experiences up front without forcing them to slog through character advancement every time. </p><p></p><p>Don't get me wrong, I love character advancement, growth, change, levelling up from first level, etc... but friends with five kids under the age of ten aren't going to have time for levelling up organically, and I don't want to restrict them to only the low-level portion of the play experience, and I find rapid "milestone" levelling implausible and un-fun... ergo, one-offs and high-level pregens.</p><p></p><p>I also find inspiring the legend of how Traveller character generation gave you a complete backstory that could wind up killing you before the game even started, so I built that into my own abstract dungeoneering. (<a href="https://maxwilson.github.io/Beast/AbstractDungeoneering/" target="_blank">https://maxwilson.github.io/Beast/AbstractDungeoneering/</a>)</p><p></p><p>RE:</p><p></p><p></p><p></p><p>Unfortunately I don't have a solution to this problem, because I <em>don't</em> advertise my game anywhere and I have no idea how or why anyone else would. :-/ The only suggestion I can give you there is the same one I would for networking while job-hunting: make sure all of your friends and casual acquaintances know you enjoy D&D and are looking for a good, episodic string of D&D adventures. Maybe someone at work who hasn't played in years will feel inspired to dust off his DMing credentials; maybe someone you know at church will turn out to already be running this kind of game every month with people he knows from high school. That is the only way anyone would ever discover my games.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7006957, member: 6787650"] We have similar tastes. I see one-offs ("adventures") as the basic unit of play in (A)D&D; a "campaign" is what happens when a one-off is enough fun that players want to re-use their PCs in another adventure. But the key is to deliver a satisfying adventure. I'm currently experimenting with a number of approaches, from adapting Betrayal At House On The Hill to run off a 5E rule chassis to letting players create higher-level PCs for a one-off using [URL="https://maxwilson.github.io/Beast/AbstractDungeoneering/"]abstract dungeoneering[/URL]. The people I'm currently most interested in playing D&D with are busy people, mostly novices to RPGs but with a high degree of interest if time can be found (they've played a lot of CRPGs before) so I am very interested in providing a variety of fun experiences up front without forcing them to slog through character advancement every time. Don't get me wrong, I love character advancement, growth, change, levelling up from first level, etc... but friends with five kids under the age of ten aren't going to have time for levelling up organically, and I don't want to restrict them to only the low-level portion of the play experience, and I find rapid "milestone" levelling implausible and un-fun... ergo, one-offs and high-level pregens. I also find inspiring the legend of how Traveller character generation gave you a complete backstory that could wind up killing you before the game even started, so I built that into my own abstract dungeoneering. ([url]https://maxwilson.github.io/Beast/AbstractDungeoneering/[/url]) RE: Unfortunately I don't have a solution to this problem, because I [I]don't[/I] advertise my game anywhere and I have no idea how or why anyone else would. :-/ The only suggestion I can give you there is the same one I would for networking while job-hunting: make sure all of your friends and casual acquaintances know you enjoy D&D and are looking for a good, episodic string of D&D adventures. Maybe someone at work who hasn't played in years will feel inspired to dust off his DMing credentials; maybe someone you know at church will turn out to already be running this kind of game every month with people he knows from high school. That is the only way anyone would ever discover my games. [/QUOTE]
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