What's the most efficient way to plan a one-shot TTRPG adventure?

kermit4karate

A strong opinion is still only an opinion.
Pure opinion here and all are welcome. :giggle: I'm always looking for ideas for new and improved ways to plan adventures, different approaches to take, whether I should create encounter tables, how much/how little detail to include, etc. How much planning is enough planning to be able to run a good game? Yes, I realize that this is highly subjective, but I no longer enjoy spending 10 (or more) hours planning for a 3-hour game.

In an effort to limit the scope, let's say we're talking about one-shot adventures as opposed to lengthy campaigns.

Here's what I tend to do most of the time....

I try to prioritize playability at the table over deep lore because players in my experience will generally only interact with what they can see, hear and do, so I focus my prep on the elements that most directly support improv and fast pacing.

Core concepts:

  1. I shoot for 3-4 main encounters or scenes with something for roleplaying, exploration and combat.
  2. Minimal backstory and world building unless it directly drives a scene.
  3. Each encounter should stand alone but also tie into the big goal (like "stop the ritual," "rescue the mayor's kidnapped daughter," "escape the dungeon").
Most important stuff I always create:
  1. The main encounter/area map with keyed notes. This is my single most useful prep tool. Just a simple map (dungeon, forest route, town quarter, etc.) with numbered areas that are each tied to a brief encounter or point of interest (combat, puzzle, roleplay hook, treasure), and the thing here is that my little numbered blurbs only feature the high points of that area, like what the most interesting or surprising things are. For example, if area 12 is a bedroom within the ruins of an abandoned manor, the entire description might be...
    1. #12. Room locks from the outside, large bed in the center, cracked 4-post frame, filthy blood-stained sheets, insane amount of dried blood everywhere but no corpses. Room has a bad vibe, dark, unholy. Single window is nailed shut. Under the bed is a pendant on a broken leather necklace with a small glass vial, dim purple spark within, amulet of demonic protection.
    2. At the top of the map I'll jot down a simple one-sentence plot summary like, "Stop the cult from summoning the fire demon before midnight."
  2. So the map and the keyed notes are BY FAR the most important things, and if I only have 15 minutes to plan an adventure, which is usually the case, then before I do anything else I sketch out a quick map with some areas.
  3. [OPTIONAL] Strong opening scene with a good hook. Easiest way in my experience is to drop the party right into the action somewhere. Literally RIGHT into the action, whether it's in the middle of combat or an ambushed caravan, crumbling bridge, tavern brawl, whatever. Or, the middle of a debate with another group of adventurers at the Inn of Temporarily Misplaced Souls. Point is, for me, in medias res.
How about you? When you only have 15 minutes to plan a one-shot adventure, what do you do? What do you focus on, and what do you ignore?
 

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OK...I now see that there have been many other threads similar to this one, and at least one ended in a mod shutting things down because the discussion got out of hand. I did not know that. My bad! No intention of causing a big debate. I wasn't saying that my way is the best way. Honestly just looking for new ideas.
 



I will add: Do not do character gen at the one shot. I don’t care if it’s supposedly part of the game like in PBTA or its ilk. The one shot is for teaching and playing the game. Not generating characters.

End the session with a bang. If that means killing the characters (or the equivalent) do that.

Encourage the players to play their characters like they are driving a stolen car, to borrow the phrase from BITD.
 

Pure opinion here and all are welcome. :giggle: I'm always looking for ideas for new and improved ways to plan adventures, different approaches to take, whether I should create encounter tables, how much/how little detail to include, etc. How much planning is enough planning to be able to run a good game? Yes, I realize that this is highly subjective, but I no longer enjoy spending 10 (or more) hours planning for a 3-hour game.

In an effort to limit the scope, let's say we're talking about one-shot adventures as opposed to lengthy campaigns.

Here's what I tend to do most of the time....

I try to prioritize playability at the table over deep lore because players in my experience will generally only interact with what they can see, hear and do, so I focus my prep on the elements that most directly support improv and fast pacing.

Core concepts:

  1. I shoot for 3-4 main encounters or scenes with something for roleplaying, exploration and combat.
  2. Minimal backstory and world building unless it directly drives a scene.
  3. Each encounter should stand alone but also tie into the big goal (like "stop the ritual," "rescue the mayor's kidnapped daughter," "escape the dungeon").
Most important stuff I always create:
  1. The main encounter/area map with keyed notes. This is my single most useful prep tool. Just a simple map (dungeon, forest route, town quarter, etc.) with numbered areas that are each tied to a brief encounter or point of interest (combat, puzzle, roleplay hook, treasure), and the thing here is that my little numbered blurbs only feature the high points of that area, like what the most interesting or surprising things are. For example, if area 12 is a bedroom within the ruins of an abandoned manor, the entire description might be...
    1. #12. Room locks from the outside, large bed in the center, cracked 4-post frame, filthy blood-stained sheets, insane amount of dried blood everywhere but no corpses. Room has a bad vibe, dark, unholy. Single window is nailed shut. Under the bed is a pendant on a broken leather necklace with a small glass vial, dim purple spark within, amulet of demonic protection.
    2. At the top of the map I'll jot down a simple one-sentence plot summary like, "Stop the cult from summoning the fire demon before midnight."
  2. So the map and the keyed notes are BY FAR the most important things, and if I only have 15 minutes to plan an adventure, which is usually the case, then before I do anything else I sketch out a quick map with some areas.
  3. [OPTIONAL] Strong opening scene with a good hook. Easiest way in my experience is to drop the party right into the action somewhere. Literally RIGHT into the action, whether it's in the middle of combat or an ambushed caravan, crumbling bridge, tavern brawl, whatever. Or, the middle of a debate with another group of adventurers at the Inn of Temporarily Misplaced Souls. Point is, for me, in medias res.
How about you? When you only have 15 minutes to plan a one-shot adventure, what do you do? What do you focus on, and what do you ignore?
You seem to have real good instincts!

For me I want to get a full experience in a 4 hour window. By full I mean 3-4 encounters, social, exploration, and combat. Pathfinder society really helped me hone in on a good one shot.

A lot of it is not making the scope too large. Though, pacing is also key. If the players seem bored than move on. If they are intrigued then let them soak it up. Maybe you need to cut an encounter or skip some exposition it’s all about feel at the table. I think experience at doing it is tantamount and heavy planning is no substitute.
 




I'm a bit of a fan boy for the 100 one shot wonders book. I've run the previews and really liked them. The session I run the LFGS doesn't have the player consistency to run multi-session adventures. These work much better than the Adventurer league ones.

Otherwise, I use the '8 steps of the lazy dungeon master' from 'return of the lazy dungeon master'. I like it when I can do role play and problem solving scenes, not just combat. The other thing is keeping to a low level and small scale combats.
 

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