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Successfully Running a Gimmicky One Shot

For the next DC Gameday, I am thinking of running a Dread game that is set at a Saved By The Bell class reunion. Of course, Mr. Belding is murdered and the one-time best friends have to solve THE MYSTERY [cue scary music].

In the past, I have run games using the characters from the Danger Girl comics.

I like gimmicky one-shots. I think they're fun. But, in order to make sure my players have fun, what elements do I need to include?
 

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I'd say...

1) An easy handle that the players are either instantly familiar with, or can quickly get up to speed on

2) The simplest ruleset you can get away with (d20 is probably too cumbersome ... how about pulling out the old Ghostbusters game?)

3) A bowl of pretzels ;)

-The Gneech :cool:
 

Gee, I dunno. I don't ever do anything like that. No sir.

:D

I think the key to a good one-shot is a MIX. You can't just do a "Scooby-Doo" adventure -- you have to have "Scooby Meets Cthulhu". Or "Scooby Versus Crockett and Tubbs: SCOOBY VICE!"

Stuff like that. It's the screwball mix that gets players' imaginations working.

After that, well, it helps to be a hyperactive DM.
 



This is my stock in trade at conventions. I suggest:

*Pre-gen sheets with a short roleplaying description (if it includes a character from popular fiction to cue off of, so much the better)

Example: Master Po (6 Cha D&D PC)

Rude, crude and loud, you have no time for more than the minimum of pleasantries. Life is for learning, not for bowing. Shouting gets your point across better when you’re short.

Example: Fjalar Clockwright (dwarf dual-wielding pistols)

If you can build something, great! If you can take it apart? Even better. You are the mad tinkerer. Think Doc Emmet Brown from Back to the Future, or maybe just Yosemite Sam.

*Take a leaf from the RPG's book. Hand out folded cardstock. PCs write their character name large and their real first name or nickname small and in parentheses below it. This allows for rapid identification.

*Have a single sheet of necessary rules that players who aren't familiar will need as a handout. One for everyone.

Elements that are fun for everyone means "something for all the players to do". I take that to mean that you should write the PC sheets with gaps and overlaps. If the adventure requires fingerprinting, one PC should be great at it, and one should be decent (as a backup for bad roles).

For the adventure itself? Urk. Never saw the show. I like Barsoomcore's suggestion that you mix up the genres, or at least explain in the blurb what's attractive about it. Are you running this for horror horror or for laughs? That will dictate a lot of ideas.
 



Enthusiasm on your part should lead to agreement from the players.

Just encourage everyone to go for it as hard as they can, react positively to their opening ideas and play to what they want - and everyone should have fun.
 

My advice for the one shots: keep it moving and make sure you reach that conclusion. Keep combat fast paced, as otherwise players will hem and haw about a certain action, then another player will add advice... and then time is gone!

I have run several for the DC game day as well as a series of them in trips to Las Vegas. www.guildofdefiance.wikispaces.com
 

Into the Woods

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