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One-shot sessions, any tips?
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<blockquote data-quote="Henry" data-source="post: 2159964" data-attributes="member: 158"><p>Because I'm a righteous geek, when I do one shots, I like pre-genning the characters for the Players to use, making the tip sheets, making the adventure, and tailoring challenges to the skills I KNOW the pre-gens will have. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> If someone wants to do their own, I tell them to have it ready before game time so I can skim it over. Otherwise, they have what is available, and can't waste game time making their own at the table. 99% of the time, people are up to the challenge of using what's been given, because it's fun and because it IS a one-shot.</p><p></p><p>The advantage of making PCs ahead of time is also the ability to showcase really cool things the system can do. Who wants to showcase, say, Spycraft, but not have a SINGLE Faceman or Controller or Wheelman in the group? Who would want to showcase Eberron without a single Artificer or Warforged or Dragonmarked person?</p><p></p><p>My other advice is to have all the special rules written up ahead of time on cheat sheets. That way, the biggest changes in the setting are able to be skimmed and brought to attention ahead of time. No one wants to go into Black Company without knowing about the surprise round, or wants to play shadowrun without knowing the importance of armor.</p></blockquote><p></p>
[QUOTE="Henry, post: 2159964, member: 158"] Because I'm a righteous geek, when I do one shots, I like pre-genning the characters for the Players to use, making the tip sheets, making the adventure, and tailoring challenges to the skills I KNOW the pre-gens will have. :) If someone wants to do their own, I tell them to have it ready before game time so I can skim it over. Otherwise, they have what is available, and can't waste game time making their own at the table. 99% of the time, people are up to the challenge of using what's been given, because it's fun and because it IS a one-shot. The advantage of making PCs ahead of time is also the ability to showcase really cool things the system can do. Who wants to showcase, say, Spycraft, but not have a SINGLE Faceman or Controller or Wheelman in the group? Who would want to showcase Eberron without a single Artificer or Warforged or Dragonmarked person? My other advice is to have all the special rules written up ahead of time on cheat sheets. That way, the biggest changes in the setting are able to be skimmed and brought to attention ahead of time. No one wants to go into Black Company without knowing about the surprise round, or wants to play shadowrun without knowing the importance of armor. [/QUOTE]
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