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General Tabletop Discussion
*TTRPGs General
A Thought Exercise... Making a One-Shot/"Pickup" RPG
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<blockquote data-quote="Mark" data-source="post: 4917076" data-attributes="member: 5"><p>I am a believer that seven encounters can be prepared where only three are definitely essential. This gives some excellent flexibility at the table. The first is a throw away that you might use or not depending on time and the group. It can be used as a meet and greet for the players and their characters in parallel. The second it the set up and must be used. The third and fifth are optional and used if the group is in synch with one another and able to breeze through things. Make three easier and the fifth tougher than a standard encounter for the group of character involved (scaling can also be dependent on the number of player who show up with the adventure written for five but adjustable to six, four, or even three or seven). The fourth is essential and includes some info or object necessary to win the day. The Sixth is also essential and is the climax encounter. The seventh is set up as a falling action, extra encounter just in case all goes quickly and you have the extra time (something can reanimate, a lesser creature can come out of hiding, a trapped treasure can take out one of the victors, etc.) I've used this formula many times and found it is very easy to adjust on the fly.</p></blockquote><p></p>
[QUOTE="Mark, post: 4917076, member: 5"] I am a believer that seven encounters can be prepared where only three are definitely essential. This gives some excellent flexibility at the table. The first is a throw away that you might use or not depending on time and the group. It can be used as a meet and greet for the players and their characters in parallel. The second it the set up and must be used. The third and fifth are optional and used if the group is in synch with one another and able to breeze through things. Make three easier and the fifth tougher than a standard encounter for the group of character involved (scaling can also be dependent on the number of player who show up with the adventure written for five but adjustable to six, four, or even three or seven). The fourth is essential and includes some info or object necessary to win the day. The Sixth is also essential and is the climax encounter. The seventh is set up as a falling action, extra encounter just in case all goes quickly and you have the extra time (something can reanimate, a lesser creature can come out of hiding, a trapped treasure can take out one of the victors, etc.) I've used this formula many times and found it is very easy to adjust on the fly. [/QUOTE]
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A Thought Exercise... Making a One-Shot/"Pickup" RPG
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