D&D General I ran a good one-shot last night (post-mortem)

BookTenTiger

He / Him
I met a couple recently who likes playing D&D, and they asked if I'd run a one-shot. It took about three months to find a date (life with kids is tough!), but finally last night I ran a one-shot D&D game for them and it went great! I wanted to collect my thoughts about what went well and reflect on the challenges of running a one-shot using D&D.

The Adventure

I used a Quick Dungeon by Patrick E. Pullen bought on DMs Guild, but then modified the heck out of it. It's a dungeon I've actually used multiple times for various campaigns, each time modifying it for that game's needs.

The basic scenario was this:

The characters are seeking the Elixir of Endless Health in order to cure their mentor of a terrible magical disease. Research has placed the potion in the Panacean, a temple and apothecary that used to provide healing medicines to sovereigns and peasants across the land. The characters have traveled through Umber Dell, a corrupted and polluted swamp where the towns are falling apart and suffering from contagions. Unfortunately the ruins of the Panacean have been taken over by Skirovan, a "necro-chemist" who has corrupted the magical waters of the temple in his efforts to achieve immortality. The characters will have to fight through Skirovan's necro-oozes, avoid a giant ooze at the center of the temple, and retrieve the Elixir of Endless Health in order to cure their mentor.

The Players

I ran this game for a couple who has a few years experience playing D&D. I texted them the basic premise of the adventure, and they were ready with characters: a Halfling Wild-Magic Sorcerer and a Goliath Berserker Barbarian who had both grown up in the same town. They each represented powerful families and were rivals working for the same mentor. Both players were super engaged and imaginative, and seemed to enjoy all aspects of the game (roleplaying, exploration, and combat).

What Went Well

Overall this game was a big success! It had that great feeling of a D&D game throughout, that there was a lot to explore, the risk was high, and there was always something to do.

Here are some things that I think led to this success:

  • One Location: I kept the adventure to a single location (the five-room dungeon). We started right outside the open doors. By the end of the session, the characters had explored four out of five rooms.

  • Quick, Fun Combat: I planned out two combats, one for the beginning of the session and one for the end. In each combat, I had the majority of the enemies take actions that didn't reduce hit points. For example, the first combat was against three magic-slinging undead oozes (Necro-Oozes). One Necro-Ooze spread an entangling goop, one Necro-Ooze flung blinding goop, and one Necro-Ooze lobbed caustic goo-balls. This made combat dynamic without being deadly. I kept enemy HP really low too so that each combat lasted only two to three rounds.

  • Timed Events: This was a big one, and I think the main driver of what made the evening so fun. I knew I wanted three big events to happen during the session, but that it's almost impossible to control the pace of the players. The three main events were:
    • 1) Fighting the Necro-Oozes at the entrance of the temple.
    • 2) Encountering Bastien, a local thief who is seeking the Vault of the Panacean.
    • 3) Encountering Skirovan, the Necro-Chemist who has corrupted the Panacean.

      The first event was easy because it was the first "scene" of the adventure. For Bastien and Skirovan, rather than placing them in rooms in the dungeon, I jotted down our starting time and ending time and planned on introducing them one hour after the adventure began and then 45 minutes before the adventure ended.

      This worked really well! The characters wound up stumbling upon Bastien right after exploring a pilfered library with lots of clues about how the Panacean fell to ruins and where the Elixir of Endless Health might be. He was able to answer a lot of questions and provided some fun roleplaying opportunities, since his goals (get treasure and move to the Big City) lined up only partially with the characters' goals. By the end of the session they were able to convince Bastien about the importance of friendship and he popped up like Han Solo in the final fight to provide some much-needed support.

      Making sure Skirovan popped up 45 minutes before the end of the session was important, too, as it provided time for both a fight and a denouement. When introducing the adventure I made sure to describe how the swamps were polluted and foul, and how the people of nearby towns were suffering. Bastien gave the characters more information: the Panacean used to bless the swamps with healing magic that made everyone healthy and happy, and it was Skirovan's experiments that were causing so much suffering. Skirovan wanted the Elixir for himself in order to try and achieve immortality. The characters were definitely motivated to defeat Skirovan and get the Elixir, so it was helpful to have time set aside at the end to really play out this combat.
  • Multi-Step Final Enemy: I wanted to make sure the combat against Skirovan didn't end in the first round, so I planned him out as a multi-step enemy. He had a corrupted, slimy Ioun Stone that had its own hit points that had to be reduced first before Skirovan could be damaged. This was really helpful as, of course, the sorcerer rolled a natural 20 on their first Witch Bolt against Skirovan! They had the satisfaction of absolutely frying Skirovan's defenses with their crit, and I made sure to play up Skirovan going from confident to scared for his life. I also gave Skirovan a bunch of minions (Oozelings) that could sacrifice themselves to heal him. It was very satisfying when the barbarian reduced Skirovan to one hit point, and then a bunch of Oozelings leapt into his body to heal him. Of course, another Witch Bolt took down the Necro-Chemist right after, but it still gave each character chances to "be cool" in combat.

What Didn't Go Well

Nothing in the adventure was a drag, but planning for this one-shot reminded me of how much prep time D&D takes! I really haven't run any long-term D&D campaigns since my son was born 3.5 years ago, and this one-shot reminded me why. Scheduling this one-shot was a beast. We tried in April, then March, then May, and finally we found an evening in June. Four months for one session! I also feel lucky that I'm on vacation right now, because it took a few hours to plan out this session. I don't think I would have had the time during the school year.

Final Thoughts

This was a really fun evening a great D&D experience. Being flexible (I changed some enemy stats on the fly to better match the pace of the adventure) was extremely important, and planning events based on time rather than location helped this adventure feel complete. I would definitely run this one-shot for other groups with very little modification.

This session made me really want to find a way to start running RPG games again on a regular basis, and in person. However, I don't think D&D is the right game for me to be running right now, because of the heavy amount of prep time required. I might try to pull together a regular Ironsworn game, or other game that requires very little prep.


Your Thoughts???

What successes or struggles have you had with one-shot D&D games?
 

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Very cool. It sounds like you had a good time.

FWIW I think multi-stage bosses should be the standard for D&D going forward. I had great success with it at a recent convention with high level play, then the other night was reminded how boring boss fights can be without it.

On prep: everyone has their own process, but maybe to can avoid spending all of that time by relying on notes and improvising more during actual play? Just a thought.

Oh, and I may have missed it, but how long did you play in total?
 

Very cool. It sounds like you had a good time.

FWIW I think multi-stage bosses should be the standard for D&D going forward. I had great success with it at a recent convention with high level play, then the other night was reminded how boring boss fights can be without it.

On prep: everyone has their own process, but maybe to can avoid spending all of that time by relying on notes and improvising more during actual play? Just a thought.

Oh, and I may have missed it, but how long did you play in total?
The session started at 8:30, we gabbed for about 30 minutes, then played from 9:00 - 11:30.
 

I had a really great one shot with 5e a couple weeks ago. The players were some of my wife's friends, including a couple new to the hobby.
I had them select pregens. Started them in a small town festival where they could practice using skills in a safe environment - archery competitions, arm wrestling, dance contest, etc.
Then they traveled the next morning to find a server who was taken by river pirates during the night. Little bit of exploration, short dungeon of the pirate base - including opportunities for negotiation and combat.
Larger than life NPCs, hints of bigger stuff in the background, a couple of mysterious moments to encourage a future game.
Overall, one of the best sessions I've run in recent memory. Everyone had a great time.
However, a one shot for a new group always has the capacity to be better than your regular group. You're free from expectations, connecting plots and mysteries for months, stretching out "the good stuff," players too afraid to take risks with beloved characters, etc.
 

I met a couple recently who likes playing D&D, and they asked if I'd run a one-shot. It took about three months to find a date (life with kids is tough!), but finally last night I ran a one-shot D&D game for them and it went great! I wanted to collect my thoughts about what went well and reflect on the challenges of running a one-shot using D&D.

The Adventure

I used a Quick Dungeon by Patrick E. Pullen bought on DMs Guild, but then modified the heck out of it. It's a dungeon I've actually used multiple times for various campaigns, each time modifying it for that game's needs.

The basic scenario was this:

The characters are seeking the Elixir of Endless Health in order to cure their mentor of a terrible magical disease. Research has placed the potion in the Panacean, a temple and apothecary that used to provide healing medicines to sovereigns and peasants across the land. The characters have traveled through Umber Dell, a corrupted and polluted swamp where the towns are falling apart and suffering from contagions. Unfortunately the ruins of the Panacean have been taken over by Skirovan, a "necro-chemist" who has corrupted the magical waters of the temple in his efforts to achieve immortality. The characters will have to fight through Skirovan's necro-oozes, avoid a giant ooze at the center of the temple, and retrieve the Elixir of Endless Health in order to cure their mentor.

The Players

I ran this game for a couple who has a few years experience playing D&D. I texted them the basic premise of the adventure, and they were ready with characters: a Halfling Wild-Magic Sorcerer and a Goliath Berserker Barbarian who had both grown up in the same town. They each represented powerful families and were rivals working for the same mentor. Both players were super engaged and imaginative, and seemed to enjoy all aspects of the game (roleplaying, exploration, and combat).

What Went Well

Overall this game was a big success! It had that great feeling of a D&D game throughout, that there was a lot to explore, the risk was high, and there was always something to do.

Here are some things that I think led to this success:

  • One Location: I kept the adventure to a single location (the five-room dungeon). We started right outside the open doors. By the end of the session, the characters had explored four out of five rooms.

  • Quick, Fun Combat: I planned out two combats, one for the beginning of the session and one for the end. In each combat, I had the majority of the enemies take actions that didn't reduce hit points. For example, the first combat was against three magic-slinging undead oozes (Necro-Oozes). One Necro-Ooze spread an entangling goop, one Necro-Ooze flung blinding goop, and one Necro-Ooze lobbed caustic goo-balls. This made combat dynamic without being deadly. I kept enemy HP really low too so that each combat lasted only two to three rounds.

  • Timed Events: This was a big one, and I think the main driver of what made the evening so fun. I knew I wanted three big events to happen during the session, but that it's almost impossible to control the pace of the players. The three main events were:
    • 1) Fighting the Necro-Oozes at the entrance of the temple.
    • 2) Encountering Bastien, a local thief who is seeking the Vault of the Panacean.
    • 3) Encountering Skirovan, the Necro-Chemist who has corrupted the Panacean.

      The first event was easy because it was the first "scene" of the adventure. For Bastien and Skirovan, rather than placing them in rooms in the dungeon, I jotted down our starting time and ending time and planned on introducing them one hour after the adventure began and then 45 minutes before the adventure ended.

      This worked really well! The characters wound up stumbling upon Bastien right after exploring a pilfered library with lots of clues about how the Panacean fell to ruins and where the Elixir of Endless Health might be. He was able to answer a lot of questions and provided some fun roleplaying opportunities, since his goals (get treasure and move to the Big City) lined up only partially with the characters' goals. By the end of the session they were able to convince Bastien about the importance of friendship and he popped up like Han Solo in the final fight to provide some much-needed support.

      Making sure Skirovan popped up 45 minutes before the end of the session was important, too, as it provided time for both a fight and a denouement. When introducing the adventure I made sure to describe how the swamps were polluted and foul, and how the people of nearby towns were suffering. Bastien gave the characters more information: the Panacean used to bless the swamps with healing magic that made everyone healthy and happy, and it was Skirovan's experiments that were causing so much suffering. Skirovan wanted the Elixir for himself in order to try and achieve immortality. The characters were definitely motivated to defeat Skirovan and get the Elixir, so it was helpful to have time set aside at the end to really play out this combat.
  • Multi-Step Final Enemy: I wanted to make sure the combat against Skirovan didn't end in the first round, so I planned him out as a multi-step enemy. He had a corrupted, slimy Ioun Stone that had its own hit points that had to be reduced first before Skirovan could be damaged. This was really helpful as, of course, the sorcerer rolled a natural 20 on their first Witch Bolt against Skirovan! They had the satisfaction of absolutely frying Skirovan's defenses with their crit, and I made sure to play up Skirovan going from confident to scared for his life. I also gave Skirovan a bunch of minions (Oozelings) that could sacrifice themselves to heal him. It was very satisfying when the barbarian reduced Skirovan to one hit point, and then a bunch of Oozelings leapt into his body to heal him. Of course, another Witch Bolt took down the Necro-Chemist right after, but it still gave each character chances to "be cool" in combat.

What Didn't Go Well

Nothing in the adventure was a drag, but planning for this one-shot reminded me of how much prep time D&D takes! I really haven't run any long-term D&D campaigns since my son was born 3.5 years ago, and this one-shot reminded me why. Scheduling this one-shot was a beast. We tried in April, then March, then May, and finally we found an evening in June. Four months for one session! I also feel lucky that I'm on vacation right now, because it took a few hours to plan out this session. I don't think I would have had the time during the school year.

Final Thoughts

This was a really fun evening a great D&D experience. Being flexible (I changed some enemy stats on the fly to better match the pace of the adventure) was extremely important, and planning events based on time rather than location helped this adventure feel complete. I would definitely run this one-shot for other groups with very little modification.

This session made me really want to find a way to start running RPG games again on a regular basis, and in person. However, I don't think D&D is the right game for me to be running right now, because of the heavy amount of prep time required. I might try to pull together a regular Ironsworn game, or other game that requires very little prep.


Your Thoughts???

What successes or struggles have you had with one-shot D&D games?
Sounds like fun was had by all. The only thing I would note is that prep for this kind of one shot will generally require far more time than I personally spend. If this were a start of the campaign you have an interesting background started with the swamp, curses, interesting NPCs. A lot of that is only done once.

But overall, cool ideas. I may have to steal a few. :)
 
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Sounds like a really fun time! Nicely done!

I particularly like the concept of introducing certain one-shot encounters based on game time allotted versus based on location.

Can you describe a little more about your prep? Like how detailed did you make each room and NPC? Were most/all the monsters custom made? Did you have NPC dialog figured out ahead of time? Those types of things might be useful for discussion around reducing prep time.
 

Sounds like a really fun time! Nicely done!

I particularly like the concept of introducing certain one-shot encounters based on game time allotted versus based on location.

Can you describe a little more about your prep? Like how detailed did you make each room and NPC? Were most/all the monsters custom made? Did you have NPC dialog figured out ahead of time? Those types of things might be useful for discussion around reducing prep time.

The time-based encounters worked so well that I might need to fold it into my regular games if I ever get a long-term campaign gong again!

Here's a little synopsis of how I did my prep...

I started by jotting down some ideas and goals for the one-shot, then creating a kind of thought-map of what could be in each room and how they should connect:

1749402019005.png


Then I sketched out the dungeon map, knowing the size of the poster grid paper I'd be using:

1749402057083.png

(I used this same paper to track initiative during the session.)

I typed up a couple paragraphs of Background. I didn't read this to the players, this was just for me to reference and keep in mind.

1749402160945.png


Here you can see how I planned out the Events. This was about as much info as I wrote down about Bastien. I just improvised his dialogue throughout the session:

1749402228087.png


When planning the rooms, I just do some bullet points for description, then note any enemies, traps, treasure, puzzles, etc. I find that my descriptions of rooms are much more engaging if using bullet points than reading a paragraph of text.

1749402335960.png


I decided to create my own enemy and NPC stat blocks for this game, so that I could more finely-tune their hit points and damage. For example, here are the Necro-Oozes from the first encounter:

1749402390139.png


I honestly didn't spend too long on this, just let my first thought be the best thought.

Now since I'm on vacation I did spend a little extra time having some fun. For example, in this first room I had all these big clay urns of leftover alchemical materials. Each time one broke, it released something random:

1749402474301.png


Only two jars broke during the first battle, and both were full of dried herbs. But the final fight with Skirovan took place near a pool with a gargantuan ooze that was reaching for the characters, and Bastien appeared and started hurling the clay urns down into the ooze pit. The first one was randomly the flammable liquid! It was a great moment.
 

However, a one shot for a new group always has the capacity to be better than your regular group. You're free from expectations, connecting plots and mysteries for months, stretching out "the good stuff," players too afraid to take risks with beloved characters, etc.
I've had some great experiences running one-shots for new groups. I once ran a game for a bunch of coworkers at the elementary school I taught at that had everyone cheering and shouting, it was great.

However, I do love long-term campaigns. I don't worry too much about connecting plots and mysteries for months, I let those things happen organically. For example, let's say the characters run into a cult. If the cult makes an impact on the players, I'll throw some cultists into the next dungeon, or give them a presence in the next town. There doesn't have to be a long-term plan, but the more the players are interested in the cult, the more they'll show up. If the players aren't interested, I'll drop them.

The moment I always love in long-term games is when we get to see the world or NPCs evolving over time. Characters returning to a town they helped free from a vampire, and seeing it bloom once again. Or a friendly NPC who really helped them out, now cursed and turned evil. Or the tavern that the characters bought growing through their efforts into the most popular gathering place in the realm! Those are the rewards of a long-term campaign that cannot be replicated in a one-shot.
 

I love the feeling of a well-played one-shot or really any individual session (played the 62nd session of one of ongoing campaigns yesterday and it was a great one). Sounds like it went great and your notes look like you thought through a bunch of fun possibilities.

Like others, however, I have to wonder at the necessity of several hours of prep for an adventure you said you have run before more than once.
 

I love the feeling of a well-played one-shot or really any individual session (played the 62nd session of one of ongoing campaigns yesterday and it was a great one). Sounds like it went great and your notes look like you thought through a bunch of fun possibilities.

Like others, however, I have to wonder at the necessity of several hours of prep for an adventure you said you have run before more than once.
It's more a hodge-podge of adventures I've run before than one I actually had detailed out.
 

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