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Planning a one-shot game
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<blockquote data-quote="~Johnny~" data-source="post: 1444057" data-attributes="member: 16493"><p>The fact that you're offering pre-generated characters gives you a lot of control that DMs don't usually have. For example, you can have a spellcaster "preloaded" with an essential spell or scroll. You can make sure the characters already know each other, so long introductions are unnecessary.</p><p></p><p>Some ideas:</p><p></p><p>1. Come up with a logical reason for the heroes to be together (other than just "band of adventurers"). Perhaps they can be family, envoys at a council of different races, slaves, or elected champions.</p><p></p><p>2. Start en media res, with the assumption that the characters already know each other. While jumping straight into combat doesn't give players much time to roleplay, a "chase" sequence makes for a good mix of action and characterization. Consider having them be on the run or in pursuit of someone, forced to run/hide/search through an interesting environment.</p><p></p><p>3. Make goals clear and limit yourself to one twist.</p><p></p><p>4. Keep it low-level, between 3rd and 5th, so the characters have interesting features but aren't bogged down with complicated class features. When the PCs get a magic item, it should be special.</p><p></p><p>For characters that the players won't be coming back to, the lure of treasure is not what is usually is. A character-oriented reason to keep the PCs involved can really help: a child to rescue, a wedding to prevent, a loved one to protect... all of these make good hooks.</p></blockquote><p></p>
[QUOTE="~Johnny~, post: 1444057, member: 16493"] The fact that you're offering pre-generated characters gives you a lot of control that DMs don't usually have. For example, you can have a spellcaster "preloaded" with an essential spell or scroll. You can make sure the characters already know each other, so long introductions are unnecessary. Some ideas: 1. Come up with a logical reason for the heroes to be together (other than just "band of adventurers"). Perhaps they can be family, envoys at a council of different races, slaves, or elected champions. 2. Start en media res, with the assumption that the characters already know each other. While jumping straight into combat doesn't give players much time to roleplay, a "chase" sequence makes for a good mix of action and characterization. Consider having them be on the run or in pursuit of someone, forced to run/hide/search through an interesting environment. 3. Make goals clear and limit yourself to one twist. 4. Keep it low-level, between 3rd and 5th, so the characters have interesting features but aren't bogged down with complicated class features. When the PCs get a magic item, it should be special. For characters that the players won't be coming back to, the lure of treasure is not what is usually is. A character-oriented reason to keep the PCs involved can really help: a child to rescue, a wedding to prevent, a loved one to protect... all of these make good hooks. [/QUOTE]
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