Just the Basics: Creating and Running a One-Shot

Speaking as a neophyte, I am finding that running a PbP game helps me because when the players come up with something clever/unexpected then I can take my time figuring out how to handle it (sometimes over 24 hours).

When I do run it in real time, I will have more "tricks" up my sleeve as a result.

(for example I have decided to write up an generic apprentice/street kid/stableboy NPC just because of the number of times characters have interacted with one of the above.)
 

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MonkeyDragon said:
So instead of "you're travelling, and you've arrived at this town. What do you do?" Followed by NPCs revealing that all the town's barrels of wine have been stolen by goblins, then negotiate for the cost of getting them back, then tracking the goblins back to their cave, you can start with "you've agreed to retrieve the town's stolen wine, for a rich reward, of course, and have tracked the theives to this cave."

Yup. You can get away with some things in a one-shot that you wouldn't in a long-term campaign.

The last one-shot I ran (a while back now - I play more than I DM, and do neither as often as I'd like!) began with a combat encounter - "You've been tracking the werewolf, and you've cornered him in the alley" was pretty much the opening line after a little bit of background.

They killed the werewolf, at which point there was a short railroad in which they got framed for murder and arrested; the adventure began six months later when an Important Personage sprang them from prison on the condition that they undertook a certain mission.

The railroad is something that might have upset people in a campaign, but in a one-shot, it was accepted with no problem.

-Hyp.
 

One-shot adventures should be about ACTION. No one cares deeply about character motivations or backgrounds and the characters have no future to speak of, so everything is in the here and now - make it fast-paced and fun! I find a clear objective helps with a one-shot: steal the mcguffin, rescue the missing, slay the baddie, or the like.
 

The_Universe said:
On balancing for a one-shot or campaign, go ahead and make characters ahead of time for the one shot - the easiest thing to make a campaign out of is *the world.* Some people might want to keep their one-shot characters, but making the campaign's events *related to* but not *inextricable from* your potential campaign arc will allow you the flexibility you need.

I completely agree with this . . . as a player and a DM I've wasted way too much precious time in one-shot sessions on character generation. Pre-gens are the way to go, and if possible distribute them in advance of the session so players can get a chance to familiarize themselves with their characters.

If you can, I would also try and write up a brief introduction -- maybe a 1/2 page or so -- to the session. Give some background, major NPCs, etc. -- the framework for the scenario, and try to distribute that ahead of time.

So ideally, after everyone shows up and the chit-chat is done, you'll be ready to plunge right into the adventure.
 

There is a balance you can meet between pre-gens and player created characters. How much work it takes on your end and how much time it steals from the session depends on how high level the characters are for the adventure.

1) Create 1.5 times as many characters for the number of players you have, covering all the bases and niches, plus any 'neat' classes you or your players happen to like. Give them stats on the point buy, give them (base+int mod+variable) skills at max ranks. If they are higher level, give them appropriate feat chains up to half their available feats.

2) Create equipment packages that include the stuff they'll need, but with built in wiggle room (say "+2 magic weapon" instead of "+1 flaming bow") and don't forget potions and or scrolls. You'll need to create at least one package per above character, but if you have time, more wouldn't hurt.

3) For wizards (or any other class that needs to learn spells) create a spellbook and allow for one or two additional spells of player choice per spell level.

4) Stat up any animal companions, mounts etc... as necessary.

When the players arrive, give them a half hour or so to name their characters, choose remaining feats and adjust skill point allocation, and allow them to personalize equipment lists and/or spell lists. You can do the exposition part while they are working, so that once they are done, ou can jump right in.

Because the players get some choices and have a hand in their characters, if it does turn into a campaign, they feel more of a connection to their "creations" than they would characters thrust upon them. One of the key components of 3.x is player empowerment, and while it doesn't matter much in a one-shot, it is very important in a campaign.

On the adventure side, make sure that you are prepared. Nothing makes the (recent) addage of "four hours of work for 20 minutes of fun" truer than a DM having to scramble to keep up with the players. Have all your stat blocks, spells, etc... on index cards or in a legible list. keep your minis/token/whatever close at hand. You might even be able to predraw the battlemat (especially if you have ACAD and a large format printer :) ). As others have stated, a strong hook that makes the players want to be railroaded into the adventure is a must.

Don't go overboard in designing the adventure. Once you have all your encounters figurered out, come up with ways to bypass them and still get the whole experience of the adventure. You don't want to stop in the middle, so if early encounters take longer than expected, you want to be able to shuttle them to the boss fight/climax easily. If you want a combat heavy game, use lots of low powered mook type enemies until the final battle. Mook fights are fun -- players get to kick butt -- and are generally fast. Save the long, uncertain battle for the end.

And one last piece of advice: depending on the timing of the one-shot, have everyone eat before, or agree to get dinner afterwards. Even if you try to keep gaming while you are eating, getting pizza or throwing burgers on the grill can kill an hour or more of game time when all is said and done.
 

The Shaman said:
One-shot adventures should be about ACTION. No one cares deeply about character motivations or backgrounds

:lol: You haven't met the people I play with!

Also, regarding pregen characters - I let my players create their own characters ahead of time, although this obviously wouldn't work for a Gameday or the like. I gave them strict limitations about source materials, weapons and magic items.
 
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sniffles said:
:lol: You haven't met the people I play with!

Also, regarding pregen characters - I let my players create their own characters ahead of time, although this obviously wouldn't work for a Gameday or the like. I gave them strict limitations about source materials, weapons and magic items.

My approach to Game Days and one shot games is that I enjoy the challenge of playing a character that I might not otherwise play. I don't want to play a one-armed blind Commoner with 8 Ranks in Profession: Bobsledding, but short of that I'm happy to try pretty much anything. So I like having a pre-gen character handed to me or having several to choose from.

Also, and I can't stress this enough, a one-shot game is just not long enough to provide a wide enough array of situations to allow every character to shine if they are unfortunate enough to not fit the scenario well. As an example, at the first NC Game Day, there was a game where the GM had a pal of his gen up a stack of characters beforehand without any knowledge of the adventure. A friend of mine wound up playing a Cleric of Pelor who was totally focused on Turning Undead and sucked in melee. The problem of course is that there was nary an undead in sight during the course of the adventure and he just walked around doling out an occasional Cure Light Wounds. He had a pretty crappy time at that Game Day.

In a long running campaign this is not an issue. This week may be all Orcish Beserkers but next week might be all Skeletons and Ghouls so it all evens out. I will probably never run a one-shot game without providing pre-gen PC's because that allows me to make sure that each PC has a mix of abilities that work well with the adventure at hand. I want folks to be able to jump in with both feet for a non-stop thrill ride of an adventure, not sit on the sidelines because they made a diplomacy focused Bard in what turned out to be a dungeon crawl.
 

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