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How would you design one page adventures?
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<blockquote data-quote="Wiseblood" data-source="post: 7529736" data-attributes="member: 42437"><p>I did this for one of the best sessions I’ve ever ran (run?). It was for experienced tabletop players that wanted to try 5e. I wanted to showcase the system. So I picked a handful of subsystems that I wanted to highlight based on the character classes present. (Rest, combat, skills and so on) I took a bit more narrative control to put everyone on the same page and skip introduction. </p><p></p><p>I started them off with combat. An encounter to get them familiar with the “new” rules. It was also an encounter designed to be safe and easy for them to survive. Stakes being the life of an npc. I made sure there were tactical elements that could be exploited by the players and an.... algorithm(?) for the enemy behavior. </p><p>I put 3-5 clues in that encounter and it’s aftermath that would give them a direction to head in (it tied in to their immediate goals so not a diversion) and information that would make more sense later. It was meant to be a cupcake encounter. Confidence builder.</p><p></p><p>(Short rest here but not really necessary)</p><p></p><p>Next encounter was exploring and investigation with role play. Again I assembled clues so that the players would see two obvious choices. </p><p></p><p>Third encounter was role play and combat where players interacted with the bad guy’s lieutenant and learned the stakes and the scope of what was going on. This one was designed to be tougher there were two types of combatants here minionized guys and the lieutenant. Lieutenant was more interesting and had more options. Minions had an abbreviated stat block.</p><p></p><p>(Short rest here)</p><p></p><p>Fourth encounter was preceded by a decision from players on what needed to happen to prevent nastiness alluded to in encounter three. Combat took place here and while not being extremely dangerous to the players their decisions made a difference. It also taxed their resources.</p><p></p><p>(Long rest) and showdown or not. I informed the players what was going to happen if they didn’t intervene. They chose heroics. The long rest was needed to be at top fighting shape. It also raised the stakes because time was important. They headed off to the finale. Exploited the terrain and situation and snuffed out the bad guy and his minions. </p><p></p><p>I wrote it like bullet points. I wrote the stat blocks with an eye towards making the opposition varied and still not overly complicated to run.</p><p></p><p>I didn’t hold back information behind a “DC check”. No roadblocks, no gotcha moments and no red herrings. </p><p> </p><p> I kept it vague here to show it’s skeleton on how I would do it. The specifics might muddy the water here.</p></blockquote><p></p>
[QUOTE="Wiseblood, post: 7529736, member: 42437"] I did this for one of the best sessions I’ve ever ran (run?). It was for experienced tabletop players that wanted to try 5e. I wanted to showcase the system. So I picked a handful of subsystems that I wanted to highlight based on the character classes present. (Rest, combat, skills and so on) I took a bit more narrative control to put everyone on the same page and skip introduction. I started them off with combat. An encounter to get them familiar with the “new” rules. It was also an encounter designed to be safe and easy for them to survive. Stakes being the life of an npc. I made sure there were tactical elements that could be exploited by the players and an.... algorithm(?) for the enemy behavior. I put 3-5 clues in that encounter and it’s aftermath that would give them a direction to head in (it tied in to their immediate goals so not a diversion) and information that would make more sense later. It was meant to be a cupcake encounter. Confidence builder. (Short rest here but not really necessary) Next encounter was exploring and investigation with role play. Again I assembled clues so that the players would see two obvious choices. Third encounter was role play and combat where players interacted with the bad guy’s lieutenant and learned the stakes and the scope of what was going on. This one was designed to be tougher there were two types of combatants here minionized guys and the lieutenant. Lieutenant was more interesting and had more options. Minions had an abbreviated stat block. (Short rest here) Fourth encounter was preceded by a decision from players on what needed to happen to prevent nastiness alluded to in encounter three. Combat took place here and while not being extremely dangerous to the players their decisions made a difference. It also taxed their resources. (Long rest) and showdown or not. I informed the players what was going to happen if they didn’t intervene. They chose heroics. The long rest was needed to be at top fighting shape. It also raised the stakes because time was important. They headed off to the finale. Exploited the terrain and situation and snuffed out the bad guy and his minions. I wrote it like bullet points. I wrote the stat blocks with an eye towards making the opposition varied and still not overly complicated to run. I didn’t hold back information behind a “DC check”. No roadblocks, no gotcha moments and no red herrings. I kept it vague here to show it’s skeleton on how I would do it. The specifics might muddy the water here. [/QUOTE]
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How would you design one page adventures?
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