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I ran a good one-shot last night (post-mortem)
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<blockquote data-quote="BookTenTiger" data-source="post: 9678904" data-attributes="member: 6685541"><p>The time-based encounters worked so well that I might need to fold it into my regular games if I ever get a long-term campaign gong again!</p><p></p><p>Here's a little synopsis of how I did my prep...</p><p></p><p>I started by jotting down some ideas and goals for the one-shot, then creating a kind of thought-map of what could be in each room and how they should connect:</p><p></p><p>[ATTACH=full]407843[/ATTACH]</p><p></p><p>Then I sketched out the dungeon map, knowing the size of the poster grid paper I'd be using:</p><p></p><p>[ATTACH=full]407844[/ATTACH]</p><p>(I used this same paper to track initiative during the session.)</p><p></p><p>I typed up a couple paragraphs of Background. I didn't read this to the players, this was just for me to reference and keep in mind.</p><p></p><p>[ATTACH=full]407845[/ATTACH]</p><p></p><p>Here you can see how I planned out the Events. This was about as much info as I wrote down about Bastien. I just improvised his dialogue throughout the session:</p><p></p><p>[ATTACH=full]407846[/ATTACH]</p><p></p><p>When planning the rooms, I just do some bullet points for description, then note any enemies, traps, treasure, puzzles, etc. I find that my descriptions of rooms are much more engaging if using bullet points than reading a paragraph of text.</p><p></p><p>[ATTACH=full]407847[/ATTACH]</p><p></p><p>I decided to create my own enemy and NPC stat blocks for this game, so that I could more finely-tune their hit points and damage. For example, here are the Necro-Oozes from the first encounter:</p><p></p><p>[ATTACH=full]407848[/ATTACH]</p><p></p><p>I honestly didn't spend too long on this, just let my first thought be the best thought.</p><p></p><p>Now since I'm on vacation I did spend a little extra time having some fun. For example, in this first room I had all these big clay urns of leftover alchemical materials. Each time one broke, it released something random:</p><p></p><p>[ATTACH=full]407849[/ATTACH]</p><p></p><p>Only two jars broke during the first battle, and both were full of dried herbs. But the final fight with Skirovan took place near a pool with a gargantuan ooze that was reaching for the characters, and Bastien appeared and started hurling the clay urns down into the ooze pit. The first one was randomly the flammable liquid! It was a great moment.</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9678904, member: 6685541"] The time-based encounters worked so well that I might need to fold it into my regular games if I ever get a long-term campaign gong again! Here's a little synopsis of how I did my prep... I started by jotting down some ideas and goals for the one-shot, then creating a kind of thought-map of what could be in each room and how they should connect: [ATTACH type="full" width="320px" size="646x858"]407843[/ATTACH] Then I sketched out the dungeon map, knowing the size of the poster grid paper I'd be using: [ATTACH type="full" width="355px" size="637x851"]407844[/ATTACH] (I used this same paper to track initiative during the session.) I typed up a couple paragraphs of Background. I didn't read this to the players, this was just for me to reference and keep in mind. [ATTACH type="full" width="437px" size="974x691"]407845[/ATTACH] Here you can see how I planned out the Events. This was about as much info as I wrote down about Bastien. I just improvised his dialogue throughout the session: [ATTACH type="full" width="498px" size="922x594"]407846[/ATTACH] When planning the rooms, I just do some bullet points for description, then note any enemies, traps, treasure, puzzles, etc. I find that my descriptions of rooms are much more engaging if using bullet points than reading a paragraph of text. [ATTACH type="full" width="506px" size="1011x734"]407847[/ATTACH] I decided to create my own enemy and NPC stat blocks for this game, so that I could more finely-tune their hit points and damage. For example, here are the Necro-Oozes from the first encounter: [ATTACH type="full" width="541px" size="957x588"]407848[/ATTACH] I honestly didn't spend too long on this, just let my first thought be the best thought. Now since I'm on vacation I did spend a little extra time having some fun. For example, in this first room I had all these big clay urns of leftover alchemical materials. Each time one broke, it released something random: [ATTACH type="full" width="526px" size="979x530"]407849[/ATTACH] Only two jars broke during the first battle, and both were full of dried herbs. But the final fight with Skirovan took place near a pool with a gargantuan ooze that was reaching for the characters, and Bastien appeared and started hurling the clay urns down into the ooze pit. The first one was randomly the flammable liquid! It was a great moment. [/QUOTE]
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