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Advice for one-shots
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<blockquote data-quote="Hawk Diesel" data-source="post: 7314311" data-attributes="member: 59848"><p>I suggest think of a problem to solve, or even ask the players what kind of problem to solve. Think of what the beginning and end looks like (perhaps even plan what success looks like versus failure), and let the players figure out how to go from point A to point B. In my experience, one shots require a lot more improve and I tend to use my story dice a lot. Finally, is the purpose of the one-shot about fighting and combat, or role play and solving challenges. Depending on the length of the session (my one shots typically finish in under 3 hours), you really have limited time on the number of challenges you can fit in. </p><p></p><p>Typically, I also worry a bit less about the rules for one-shots, but that's because </p><p></p><p>1) my style is to value narrative over mechanics </p><p></p><p>2) structured combat (of "appropriate" CR against party power level) that is guided more by rules than narrative can drag out, reducing time for the story of the one-shot</p><p></p><p>For me, I try to have combat be cinematic and quick. Combats that are not a boss fight should not last more than two rounds. And I don't use the typical stat blocks in the MM. I describe the creatures and their tactics, give myself a rough modifier for enemy attacks, AC, Saves, and damage that I write down literally the second combat ends (and only to remain consistent. Sometimes I just roll a d20 with no modifiers), and set to work.</p><p></p><p>In my experience, the best one-shots have been rules light. Especially because you are probably running it with pre-generated characters or making them quick and dirty prior to the session. If you do this, especially higher than level 1, players don't generally have enough time to be comfortable or familiar enough with their characters strengths, weaknesses, abilities, or powers. The higher the level, the more mechanics are involved, the more the game slows, and the more difficult the one-shot is to finish. One-shots with characters higher than level one, or ones more focused on combat are different. For those, they typically feel more like a gladiatorial match. You'll probably have one powerful big bad that you'll fight, and that will really be the majority of the one-shot. Which is fine if you and your players are more about the combat and mechanics, but those slug matches take a good amount of time. Especially since you likely need to pump up the CR of the creature since the classes are designed for multiple fights over an adventuring day.</p><p></p><p>I'm not sure how coherent this is, but hopefully there's at least one or two kernels in there that are helpful.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7314311, member: 59848"] I suggest think of a problem to solve, or even ask the players what kind of problem to solve. Think of what the beginning and end looks like (perhaps even plan what success looks like versus failure), and let the players figure out how to go from point A to point B. In my experience, one shots require a lot more improve and I tend to use my story dice a lot. Finally, is the purpose of the one-shot about fighting and combat, or role play and solving challenges. Depending on the length of the session (my one shots typically finish in under 3 hours), you really have limited time on the number of challenges you can fit in. Typically, I also worry a bit less about the rules for one-shots, but that's because 1) my style is to value narrative over mechanics 2) structured combat (of "appropriate" CR against party power level) that is guided more by rules than narrative can drag out, reducing time for the story of the one-shot For me, I try to have combat be cinematic and quick. Combats that are not a boss fight should not last more than two rounds. And I don't use the typical stat blocks in the MM. I describe the creatures and their tactics, give myself a rough modifier for enemy attacks, AC, Saves, and damage that I write down literally the second combat ends (and only to remain consistent. Sometimes I just roll a d20 with no modifiers), and set to work. In my experience, the best one-shots have been rules light. Especially because you are probably running it with pre-generated characters or making them quick and dirty prior to the session. If you do this, especially higher than level 1, players don't generally have enough time to be comfortable or familiar enough with their characters strengths, weaknesses, abilities, or powers. The higher the level, the more mechanics are involved, the more the game slows, and the more difficult the one-shot is to finish. One-shots with characters higher than level one, or ones more focused on combat are different. For those, they typically feel more like a gladiatorial match. You'll probably have one powerful big bad that you'll fight, and that will really be the majority of the one-shot. Which is fine if you and your players are more about the combat and mechanics, but those slug matches take a good amount of time. Especially since you likely need to pump up the CR of the creature since the classes are designed for multiple fights over an adventuring day. I'm not sure how coherent this is, but hopefully there's at least one or two kernels in there that are helpful. [/QUOTE]
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