D&D 5E (2014) Running the shortest game?

Retreater

Legend
In a couple weeks I am running a game for a few casual players who stop by every few months to have dinner, drink, and kinda pay attention to a game that usually lasts less than 2 hours.

Almost every time, I over prepare and worry too much. I want folks to have a good time, but there's no character development, little roleplay, no connected stories. The sessions are too short and infrequent to play even "one shots."

So what's a good way to run a two hour session?
 

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My first suggestion, no matter what you run, would you to start right in the middle of it. In media res. They're not on their way to a dungeon, sitting around a fire and making plans for the last trek. They're not leaving the town on their way in search of the dungeon. They're sliding down a slope with a pack of undead at their heels.

The first 10-15 mins you cut, and the momentum you give them will make the most difference.

Also, depending on what you run, I'd lower the hit points and/or AC. Things need to die faster, but keep their chance to hit or damage, we still want the risk of fighting him. If that thing lands a hit.

Finally, I think if you're going fast, a five-room dungeon is sufficient.
 


I used this when I moved states and was meeting new gamers for an afternoon at the local game store (and the group ended up sticking, 6 years later), got it on sale: The Boneyard (DM Guild).

It's solid for 3-4 hours of gameplay and could be squeezed into 2 if you didn't mess around. It needs combat maps (just get a free one online that fits) if you don't use theatre of the mind and references monsters that were in the boxed set, not MM (easily fixed).
  • 1st level. Otherwise there's too much to manage and absorb for casual players just popping in.
  • Pregen characters. Essential to save time. Leveling up is fun, so consider like the boxed set having the character page contain the notes for 2nd level. Pick the spells, abilities, etc. You don't have time to spare.
  • Use simple and/or goofy premises. Boneyard is simply genius. Your adventuring group called it quits when a member died. Each year, you visit their gravesite, but this year the graveyard is chained off. Go. Also think things like Pathfinder's There be Goblins where you play...goblins. Or DCC's old school D&D style of funnels for 0-level dirt farmers. Something bad happens, everyone grabs their pitchforks. A few make it to 1st level for the finale with a boss.
  • One prop. You have time for it, can be memorable. In Boneyard, I made a 1 sheet obituary with fill-in-the-blanks. Each player went around the table and added to the story of the fallen comrade (who their friends were, how they died, maybe something goofy like a little-known fact about them). Takes 5 mins to RP this, a blast. I put a picture of Hercules actor Kevin Sorbo as my obit, to make it silly.
 



It's gotta be D&D 5E. I've tried suggesting "quicker" systems (like Shadowdark) but these folks want the name brand.
5 room dungeon. 2 fights, 2 puzzles in the first 4 rooms. Each room gives a consumable treasure or two. Two of the 4 rooms have the two pieces of the Macguffin that opens up the fifth room with the boss.
 

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