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Recommendations for a Halloween one-shot adventure?
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<blockquote data-quote="Shadowsmith" data-source="post: 3122833" data-attributes="member: 526"><p>If you're willing to put a bit of work into it, a Call of Cthulhu adventure can work wonders as a one shot. I try to run one every year around Halloween.</p><p></p><p>Here is what I do:</p><p>1. Come up with an adventure outline. This year the PCs are all members of the Miskatonic University Gaming Guild. They have each won a free ticket to a Halloween RPG convention and cruise in the Bahamas.</p><p></p><p>2. Pre-gen two characters (7th level this time) per player. I'm holding back two feats and ten skill points from each character. When the players arrive they get to pick their character and provide name and description.</p><p></p><p>3. Create a secret for each player. Each secret will use the two feats and ten skill points. Additionally secrets can include spells, loss of sanity, and many other things. Balance is not an issue for me here. The secrets are randomly assigned to the players after characters are chosen. The players are not to reveal their secret to anyone including me.</p><p></p><p>4. Set the stage. I use oil lamps for lighting and play some soft music.</p><p></p><p>5. Start the game. Let the PCs interact in a 'normal' environment until you become tired of it, then hit them with the initial twist. Something minor, almost normal. This time it will be survivors in a lifeboat being picked up. The PCs are going to see a man wheeled by on a gurney - he is unconscious and being worked on by the ship's medics. A young girl is on the second gurney - she is conscious but pale and wears an old fashion dress. The girl looks at one of the PCs as she is wheeled past them.</p><p></p><p>5. a. The PC with secret 'A' gets to read and react appropriately to the first note in his secret.</p><p></p><p>6. Let things continue for a few minutes. Let the PCs react to this as they wish. If they ask the crew about the survivors, brush them off.</p><p></p><p>7. Then IT happens. Normalcy is ripped away. From here play it by ear. Drop in planned encounters and events as desired. Let the players drive the game spurring them on if you get bored or they seem lost.</p><p></p><p>8. Maps are not needed. But I did find some deck plans for this year as well as some photos of the ship I am using.</p><p></p><p>These have been some of the best role-playing experiences I have had. The players know they are almost certainly going to die or be driven insane, but most find that liberating. This is a great chance to shoot from the hip and let it rip! Enjoy yourself and encourage your players to enjoy themselves.</p></blockquote><p></p>
[QUOTE="Shadowsmith, post: 3122833, member: 526"] If you're willing to put a bit of work into it, a Call of Cthulhu adventure can work wonders as a one shot. I try to run one every year around Halloween. Here is what I do: 1. Come up with an adventure outline. This year the PCs are all members of the Miskatonic University Gaming Guild. They have each won a free ticket to a Halloween RPG convention and cruise in the Bahamas. 2. Pre-gen two characters (7th level this time) per player. I'm holding back two feats and ten skill points from each character. When the players arrive they get to pick their character and provide name and description. 3. Create a secret for each player. Each secret will use the two feats and ten skill points. Additionally secrets can include spells, loss of sanity, and many other things. Balance is not an issue for me here. The secrets are randomly assigned to the players after characters are chosen. The players are not to reveal their secret to anyone including me. 4. Set the stage. I use oil lamps for lighting and play some soft music. 5. Start the game. Let the PCs interact in a 'normal' environment until you become tired of it, then hit them with the initial twist. Something minor, almost normal. This time it will be survivors in a lifeboat being picked up. The PCs are going to see a man wheeled by on a gurney - he is unconscious and being worked on by the ship's medics. A young girl is on the second gurney - she is conscious but pale and wears an old fashion dress. The girl looks at one of the PCs as she is wheeled past them. 5. a. The PC with secret 'A' gets to read and react appropriately to the first note in his secret. 6. Let things continue for a few minutes. Let the PCs react to this as they wish. If they ask the crew about the survivors, brush them off. 7. Then IT happens. Normalcy is ripped away. From here play it by ear. Drop in planned encounters and events as desired. Let the players drive the game spurring them on if you get bored or they seem lost. 8. Maps are not needed. But I did find some deck plans for this year as well as some photos of the ship I am using. These have been some of the best role-playing experiences I have had. The players know they are almost certainly going to die or be driven insane, but most find that liberating. This is a great chance to shoot from the hip and let it rip! Enjoy yourself and encourage your players to enjoy themselves. [/QUOTE]
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