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General Tabletop Discussion
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Advice for one-shots
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<blockquote data-quote="iserith" data-source="post: 7314837" data-attributes="member: 97077"><p>Figure out how long the session will be in real time. Real time management is key in a one-shot and I have run a LOT of one-shots.</p><p></p><p>Snip 30 minutes out for character intro and exposition. Make sure each character knows and trusts the other and has a reason to pursue the adventure objective.</p><p></p><p>Start big. End big. Budget about 2 hours for these two scenes, whatever they are. So that's 2.5 hours right there. Everything in the middle should be set up such that you can take it out if you need to and/or the players can choose to skip it. Plenty of my adventures have parts that are completely unexplored by the players and that's okay. The story is what they did, not some plot I cooked up beforehand.</p><p></p><p>I generally recommend adventure locations to explore rather than plot-based adventures, though event-based adventures set in an adventure location to explore works best since you can set an event to be the big ending. The dungeon that's about to be overrun by hobgoblins or whatever, for example. When you know time is running out for the session, you can just trigger the event in the final hour.</p><p></p><p>Think about whether you want the adventure to be replayable - something you can use with other groups or maybe even with some of the same players if they want to take it on again and set it up so things can change based on certain parameters. Random charts are good for this.</p><p></p><p>Otherwise, it's not very hard. I recommend jumping into some one-shots on Roll20 to get a feel for things. Often you'll discover what <em>not</em> to do, but at least that's useful information!</p></blockquote><p></p>
[QUOTE="iserith, post: 7314837, member: 97077"] Figure out how long the session will be in real time. Real time management is key in a one-shot and I have run a LOT of one-shots. Snip 30 minutes out for character intro and exposition. Make sure each character knows and trusts the other and has a reason to pursue the adventure objective. Start big. End big. Budget about 2 hours for these two scenes, whatever they are. So that's 2.5 hours right there. Everything in the middle should be set up such that you can take it out if you need to and/or the players can choose to skip it. Plenty of my adventures have parts that are completely unexplored by the players and that's okay. The story is what they did, not some plot I cooked up beforehand. I generally recommend adventure locations to explore rather than plot-based adventures, though event-based adventures set in an adventure location to explore works best since you can set an event to be the big ending. The dungeon that's about to be overrun by hobgoblins or whatever, for example. When you know time is running out for the session, you can just trigger the event in the final hour. Think about whether you want the adventure to be replayable - something you can use with other groups or maybe even with some of the same players if they want to take it on again and set it up so things can change based on certain parameters. Random charts are good for this. Otherwise, it's not very hard. I recommend jumping into some one-shots on Roll20 to get a feel for things. Often you'll discover what [I]not[/I] to do, but at least that's useful information! [/QUOTE]
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