Greybar
No Trouble at All
My gaming group has now made a big transition to half of us also being parents, which has meant the end of the "game every other weekend" approach.
Instead, I'm trying out design/running of one-shots that we can scatter around when we have time. By one-shot I mean a game that can be played in one session (call it five hours), much like you might do at a Con or GameDay.
I had pretty good luck with the five-scene baseplan (per Johnn Four's newsletter and Dragon column). Pregenerated characters, pretty limited plot thread, very action oriented.
For my next one I'd like to try a more non-combat oriented one, perhaps infiltration type mission. I expect that the dialogue-centric games might be more unbounded on the time side (not that combats can't get pretty long).
I'm thinking that having a plot-related "ticking clock" would be good to keep the energy and urgency high. In other words "if you're not done by midnight, then the bad guys win".
I'd love to hear about other people's experiences with getting one-shot games off.
john
Instead, I'm trying out design/running of one-shots that we can scatter around when we have time. By one-shot I mean a game that can be played in one session (call it five hours), much like you might do at a Con or GameDay.
I had pretty good luck with the five-scene baseplan (per Johnn Four's newsletter and Dragon column). Pregenerated characters, pretty limited plot thread, very action oriented.
For my next one I'd like to try a more non-combat oriented one, perhaps infiltration type mission. I expect that the dialogue-centric games might be more unbounded on the time side (not that combats can't get pretty long).
I'm thinking that having a plot-related "ticking clock" would be good to keep the energy and urgency high. In other words "if you're not done by midnight, then the bad guys win".
I'd love to hear about other people's experiences with getting one-shot games off.
john