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Designing a one-shot session

For one-shots, I like to keep it all very simple. Time is precious, so get the basic premise out of the way quick, and get the group together even quicker. The plot is usually not very complex, and I focus instead on interesting obstacles and situations. I try to include a little bit of everything from what one expects in D&D: social interactions with npc's, dungeoneering, combat, skillchecks. I'm not as good at bringing a one-shot to a satisfying conclusion, so I tend to leave some of that open to improv. I then discard locations that are less important, in order to finish the session where I want it to end.

For example, I wrote a 4 hour one-shot for first level newb players, where the PC's are trying to escape a prison-ship. They can gather allies among other npc prisoners, but this is strictly optional. The ship is attacked by ghost pirates in the middle of their escape, causing it to sink, which leads to a thrilling escape where sharks swim into the ship. I decided to scratch a few rooms in the ship to make the session end on an exciting cliffhanger. This cliffhanger could then theoretically be used for a follow up session (if they wanted one), but I made sure it was also a good ending.
 
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I would not start in the thick of action, but just outside the dungeon so that you can quickly cover the necessary exposition and outline the goals.

If my one-shot were limited to 1 session of play (very often the case), I would reserve the concluding/climax encounter for the last hour of play and ensure (narratively, or by removing anything in the way) that the final bit got played. This is the one encounter I would for sure use maps, minis, terrain, and pull out all my set piece stops.

Start strong (not late), end strong (not late), and drive hard through the middle.
 

I used to run a lot of one-shots using a method I called, "clear goals, fluid obstacles."

Clear Goals: Everybody knows up-front exactly what the goal is. "Find special treasure in cave" is a perfect example. This side-steps any debate about "Well what should we do now?" or "Should we go on the old man's quest?" and it also gives an opportunity for the players to come up with their characters' motivations in relation to that goal.

Fluid Obstacles: As part of the planning, I create a bunch of potential obstacles that are preventing the PCs from achieving their clear goal. But I don't select which ones to actually use until they are needed -- that's the fluid part. This allows me to pile on more obstacles for a fast or clever group, or subtract obstacles for a group that's going slow or getting pretty busted up.

In D&D, an obstacle usually is an encounter of some sort. It could be a static group of monsters just hanging out, or minions sent to kill the PCs, or a neutral party that the PCs must press for clues or favors. An obstacle can also be a literal blockage, like a locked door or trapped hallway or confusing maze-like dungeon. The most important thing about an obstacle is that it prompts the PCs to do something about it. Like, if all the PCs get a disease and the only way to cure it is to finish the adventure, then the disease isn't really an obstacle. It's just a kind of twist or thematic element. Environmental conditions, curses and enchantments are also good for this kind of thing, but again, they are not obstacles unless the PCs can "overcome" them.

For a location-based adventure, this sometimes results in extra empty rooms -- like, there is supposed to be an encounter in that room, but you are pressed for time, so you decide to just skip it. That's totally fine; it's a feature of fluid obstacles. I find location-based adventures work best in rich environments with a lot of interactive stuff in them. For example, in a crypt filled with flammable spider webs, maybe the goblins light the spider webs on fire to burn the PCs, or maybe they don't, depending on whether you need more obstacles. It also gives the PCs the opportunity to burn the goblins! Other fun elements are pit-traps or pressure-plate traps that can't be seen because of a layer of dust; slightly-malfunctioning traps; monsters that might be turned against your enemies; and of course, rope bridges.

"Final boss" is also a tricky when you are pressed for time. If you are pressed for time, you might have to skip it, or greatly reduce it. Usually you should be able to see the end of the session coming and introduce the final boss obstacle with about enough time to overcome it. Give yourself a lot of buffer, and if the fight goes quickly, you can throw in an encounter with minions taking vengeance or whatever, as the PCs try to escape. A roaming boss is also really great for this play-style; whenever the PCs get close to the final obstacle, the boss shows up as an additional challenge. Of course, many adventures work fine without any notion of a boss.

The "clear goals, fluid obstacles" method can sometimes involve a little bit of Schrodinger's Ogre (google it), but for a one-shot, I think that's fine. The easiest way to "fool" the players is by making sure all of the obstacles make sense -- for example, if the party searches a room and rolls really well, you shouldn't have a trap spring up in that room 5 minutes later. They players will be understandably miffed. It's also important that you over-prepare, having lots of obstacles up your sleeve. This allows you to choose the obstacle that follows logically. Like if the party is chasing some goblins across a chasm with a rope-bridge, maybe that's a good time for the harpies to show up. The key to improvisation is, paradoxically, over-preparation, so that you have in your mind a firm picture of what all is going on and what might happen.

Here's an example of an adventure I wrote recently that uses this technique: The Cursed Pass
The trick is, when it says roll randomly for an encounter, you can just pick it instead.

Thank you . The cursed pass is excactly what I am looking for as I have a party stuck on an icy montain range at the moment. I think I will be using this as athe backbone for a hex crawl with Granny Sunshine leading the adventurers through the montains with a climatic battle at her house where she will try to charm or poison the party
 

Thank you . The cursed pass is excactly what I am looking for as I have a party stuck on an icy montain range at the moment. I think I will be using this as athe backbone for a hex crawl with Granny Sunshine leading the adventurers through the montains with a climatic battle at her house where she will try to charm or poison the party

I'm glad you like it! Please let me know how it goes!
 

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