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Planning a one-shot game
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<blockquote data-quote="Guillaume" data-source="post: 1443848" data-attributes="member: 8052"><p>Hi Buttercup,</p><p></p><p>I've never done it myself, so take it for what its worth. I'm just throwing ideas around.</p><p> </p><p>Things you might want to think about : limit the number of encounters. If you want a one shot and people will have to go through the whole story arc in one session, you can't have a multitude of encounters.</p><p> </p><p>Depending on your style, you might want to limit the scope of things. I know that personally, I have a tendancy to get bogged down in the introduction part of the story. The end result is that often the rest of the story feels rushed. IOW, I start the game too slow. From the adventures presented by the RPGA that I have read, most use a very short introduction. Get the characters into action ASAP, seems to be their moto. I might be wrong, I didn't read that many.</p><p> </p><p>The more complicated your encounters, the less, numberwise, you will be able to play. IOW, you might be able to squeeze ten small and simple encounter in a time period, but only one large and complicated one.</p><p> </p><p>The way I see it, running an adventure in a Con setting requires everything to be tighter. You can't plan on getting everyone back for another round to finish the story. Therefore, I feel that thing should be kept relatively short and simple.</p><p> </p><p>Just a thought.</p><p> </p><p>Good luck.</p></blockquote><p></p>
[QUOTE="Guillaume, post: 1443848, member: 8052"] Hi Buttercup, I've never done it myself, so take it for what its worth. I'm just throwing ideas around. Things you might want to think about : limit the number of encounters. If you want a one shot and people will have to go through the whole story arc in one session, you can't have a multitude of encounters. Depending on your style, you might want to limit the scope of things. I know that personally, I have a tendancy to get bogged down in the introduction part of the story. The end result is that often the rest of the story feels rushed. IOW, I start the game too slow. From the adventures presented by the RPGA that I have read, most use a very short introduction. Get the characters into action ASAP, seems to be their moto. I might be wrong, I didn't read that many. The more complicated your encounters, the less, numberwise, you will be able to play. IOW, you might be able to squeeze ten small and simple encounter in a time period, but only one large and complicated one. The way I see it, running an adventure in a Con setting requires everything to be tighter. You can't plan on getting everyone back for another round to finish the story. Therefore, I feel that thing should be kept relatively short and simple. Just a thought. Good luck. [/QUOTE]
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