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General Tabletop Discussion
*TTRPGs General
One-Shot Games (planning and execution)
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<blockquote data-quote="Kalendraf" data-source="post: 1709740" data-attributes="member: 3433"><p>My weekly group runs one-shots for a change of pace. Weekly isn't the correct word for the group, since we really meet about 3 weeks out of 4 on average. Those off-nights are opportunities to do other things, including playing different games, watching a movie, or playing a one-shot.</p><p></p><p>When we play a one-shot, we try to do something quite a bit different from our regular game. So the settings are usually much different, and the party composition is also quite a bit different as well. We also try to aim for levels at least +/-4 away from our current party. If you don't have a lot of experience with certain aspects of the game (high level, low-magic, psionics, alternate rules, alternate classes, etc), a one-shot is a great place to test it out.</p><p></p><p>I'm not familiar with the article you mentioned, but it sounds like it has the right info you need. Pregen characters, action oriented and limited plots are definitely easier to handle for a one-shot. I've run a couple one-shots with more RP-interaction, and these need to be handled a bit more carefully, but they can be done. I recommend having a clock or time visible and restricting interactions to certain maximum lengths of time. Use things like "I'm sorry,but I have a prior engagement" kinds of excuses as NPCs duck out.</p><p></p><p>Infiltration can work just fine for a 1-shot. If you want, the entire mission could be 1 massive infiltration, requiring the party to reach their destination before the time limit expires, or else the bad guys finish their big bad ritual, etc. On the other hand, if you want just portions to be infiltration-related, I'd enforce a time limit by having regular patrols or something similar which limit the actions to just a few minutes before the next one comes thru.</p><p></p><p>Another non-combat type is investigation, but it's a bit more problematic for a 1-shot. These usually require more NPC-interaction, and may involve piecing together clues which can take widely varying amounts of time depending on the group. It's still an option, but I'd always estimate on the low-side for how much I think the group can accomplish in a given time. At worst, the game is over more quickly than expected that way.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1709740, member: 3433"] My weekly group runs one-shots for a change of pace. Weekly isn't the correct word for the group, since we really meet about 3 weeks out of 4 on average. Those off-nights are opportunities to do other things, including playing different games, watching a movie, or playing a one-shot. When we play a one-shot, we try to do something quite a bit different from our regular game. So the settings are usually much different, and the party composition is also quite a bit different as well. We also try to aim for levels at least +/-4 away from our current party. If you don't have a lot of experience with certain aspects of the game (high level, low-magic, psionics, alternate rules, alternate classes, etc), a one-shot is a great place to test it out. I'm not familiar with the article you mentioned, but it sounds like it has the right info you need. Pregen characters, action oriented and limited plots are definitely easier to handle for a one-shot. I've run a couple one-shots with more RP-interaction, and these need to be handled a bit more carefully, but they can be done. I recommend having a clock or time visible and restricting interactions to certain maximum lengths of time. Use things like "I'm sorry,but I have a prior engagement" kinds of excuses as NPCs duck out. Infiltration can work just fine for a 1-shot. If you want, the entire mission could be 1 massive infiltration, requiring the party to reach their destination before the time limit expires, or else the bad guys finish their big bad ritual, etc. On the other hand, if you want just portions to be infiltration-related, I'd enforce a time limit by having regular patrols or something similar which limit the actions to just a few minutes before the next one comes thru. Another non-combat type is investigation, but it's a bit more problematic for a 1-shot. These usually require more NPC-interaction, and may involve piecing together clues which can take widely varying amounts of time depending on the group. It's still an option, but I'd always estimate on the low-side for how much I think the group can accomplish in a given time. At worst, the game is over more quickly than expected that way. [/QUOTE]
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