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General Tabletop Discussion
*Dungeons & Dragons
Designing a one-shot session
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<blockquote data-quote="iserith" data-source="post: 7576720" data-attributes="member: 97077"><p>I design and run <strong>a lot</strong> of one-shots. I love them, especially watching multiple groups play through them so I can compare.</p><p></p><p>One thing I've learned is that a plot-based adventure (what the DMG calls "event-based) is not as good in one-shots as an adventure location, a nonlinear dynamic place where there's at least two groups that are sometimes at odds for some reason. Come up with a theme and aesthetic and stick with it throughout. Work with the players to establish a reason why their characters both know and work with each in dangerous situations and why they as individuals and as a group want to delve this place. Then start with action - just outside the dungeon with enough exposition for the players to describe what they want to do. Add more along the way as needed.</p><p></p><p>Prep-wise, design slightly more content than what can be covered in a single session and, when the session time comes to an end, end in narration with the player's input in a way that leaves room for a sequel. Don't worry about "finishing" it - that's a distinct advantage over a plot-based adventure. The "story" is whatever the characters did during the course of the adventure. If the adventure location is filled up with novelty, fantasy, and danger that your players have their characters boldly confront, it'll be an entertaining story that writes itself.</p><p></p><p>My process would be to go find a cool adventure location map on the internet. I'd make sure there were at least a couple ways into the place and that there are a number of potential pathways through it. A couple of levels to the place is ideal. Then I'd come up with the current situation in that dungeon, what the place was originally built for, and stock it up with monsters, traps, and points of interest that play into my overall theme and tone. Then onward to character creation!</p></blockquote><p></p>
[QUOTE="iserith, post: 7576720, member: 97077"] I design and run [B]a lot[/B] of one-shots. I love them, especially watching multiple groups play through them so I can compare. One thing I've learned is that a plot-based adventure (what the DMG calls "event-based) is not as good in one-shots as an adventure location, a nonlinear dynamic place where there's at least two groups that are sometimes at odds for some reason. Come up with a theme and aesthetic and stick with it throughout. Work with the players to establish a reason why their characters both know and work with each in dangerous situations and why they as individuals and as a group want to delve this place. Then start with action - just outside the dungeon with enough exposition for the players to describe what they want to do. Add more along the way as needed. Prep-wise, design slightly more content than what can be covered in a single session and, when the session time comes to an end, end in narration with the player's input in a way that leaves room for a sequel. Don't worry about "finishing" it - that's a distinct advantage over a plot-based adventure. The "story" is whatever the characters did during the course of the adventure. If the adventure location is filled up with novelty, fantasy, and danger that your players have their characters boldly confront, it'll be an entertaining story that writes itself. My process would be to go find a cool adventure location map on the internet. I'd make sure there were at least a couple ways into the place and that there are a number of potential pathways through it. A couple of levels to the place is ideal. Then I'd come up with the current situation in that dungeon, what the place was originally built for, and stock it up with monsters, traps, and points of interest that play into my overall theme and tone. Then onward to character creation! [/QUOTE]
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