Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How do you run a one-shot con game?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Chaldfont" data-source="post: 2310029" data-attributes="member: 1472"><p>I've done this a few times and I agree, timing is hard. I'd rather have fewer encounters planned and wing it if the players move too fast, than not get to the finale when the time runs out. Build into the adventure ways to speed it up or slow it down. Be ready to skip an encounter or have reinforcements arrive.</p><p></p><p>Another thing to think about is character complexity--make them simple. Don't use your typical character sheets--make them easier to read and find necessary information. For instance, the player doesn't need to have AC bonuses broken out for him, only the DM needs this information. Put his AC in large type in a box somewhere. Same thing for attacks. List common attack options including things like Improved Sunder or Power Attack. You might even want to prefigure stat changes due to Rage, Bull's Strength, Enlarge Person, Haste, etc.</p><p></p><p>You might also reduce the number of items PCs have. If a con-game PC has the same amount of equipment as an equivalent home-game PC, the player is going to take forever deciding what to use. This player has only just seen this character--its not like he's played it up from 1st level over the course of several sessions. For the same reasons, don't make players of high-level spellcasters prepare spells (do it for them ahead of time). If you want to give them some leeway, give them a list of spells that the PC usually prepares, with some open slots for the player to fill.</p><p></p><p>Don't give the player's more than a page of background info (even that might be too much). It'll take too long to get started and they won't remember it all anyway.</p><p></p><p>Tailor the PCs to the challenge. Its been said before, but every character should have a skill, spell, item, etc that lets them be the hero for a moment. Tailor your adventure to the PCs. Put in some cool things for them to do, like throwing dozens of minions at the guy with Great Cleave or the sorcerer with fireball. Make the rogue pick a lock in the middle of a battle. Let the cleric turn groups of low level undead.</p><p></p><p>Don't use riddles. Maybe this is just a pet peeve of mine. I played in a con-game once where we got stuck for an hour and a half because we could not solve a riddle. The DM stubbornly sat there, giving no hints. Time ran out and we never finished the adventure.</p><p></p><p>Finally, spend some time playtesting. You don't have to get your group together, just mock up some battles and roll the dice. See if your encounters are balanced. A quick way to do this is to figure average damage per round of PCs and monsters.</p></blockquote><p></p>
[QUOTE="Chaldfont, post: 2310029, member: 1472"] I've done this a few times and I agree, timing is hard. I'd rather have fewer encounters planned and wing it if the players move too fast, than not get to the finale when the time runs out. Build into the adventure ways to speed it up or slow it down. Be ready to skip an encounter or have reinforcements arrive. Another thing to think about is character complexity--make them simple. Don't use your typical character sheets--make them easier to read and find necessary information. For instance, the player doesn't need to have AC bonuses broken out for him, only the DM needs this information. Put his AC in large type in a box somewhere. Same thing for attacks. List common attack options including things like Improved Sunder or Power Attack. You might even want to prefigure stat changes due to Rage, Bull's Strength, Enlarge Person, Haste, etc. You might also reduce the number of items PCs have. If a con-game PC has the same amount of equipment as an equivalent home-game PC, the player is going to take forever deciding what to use. This player has only just seen this character--its not like he's played it up from 1st level over the course of several sessions. For the same reasons, don't make players of high-level spellcasters prepare spells (do it for them ahead of time). If you want to give them some leeway, give them a list of spells that the PC usually prepares, with some open slots for the player to fill. Don't give the player's more than a page of background info (even that might be too much). It'll take too long to get started and they won't remember it all anyway. Tailor the PCs to the challenge. Its been said before, but every character should have a skill, spell, item, etc that lets them be the hero for a moment. Tailor your adventure to the PCs. Put in some cool things for them to do, like throwing dozens of minions at the guy with Great Cleave or the sorcerer with fireball. Make the rogue pick a lock in the middle of a battle. Let the cleric turn groups of low level undead. Don't use riddles. Maybe this is just a pet peeve of mine. I played in a con-game once where we got stuck for an hour and a half because we could not solve a riddle. The DM stubbornly sat there, giving no hints. Time ran out and we never finished the adventure. Finally, spend some time playtesting. You don't have to get your group together, just mock up some battles and roll the dice. See if your encounters are balanced. A quick way to do this is to figure average damage per round of PCs and monsters. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How do you run a one-shot con game?
Top