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General Tabletop Discussion
*TTRPGs General
What's the most efficient way to plan a one-shot TTRPG adventure?
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<blockquote data-quote="kermit4karate" data-source="post: 9743407" data-attributes="member: 7053643"><p>Pure opinion here and all are welcome. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60a.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":giggle:" title="Giggle :giggle:" data-smilie="27"data-shortname=":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.</p><p></p><p>In an effort to limit the scope, let's say we're talking about one-shot adventures as opposed to lengthy campaigns. </p><p></p><p>Here's what I tend to do most of the time....</p><p></p><p><strong>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.</strong></p><p><strong></strong></p><p><strong><u>Core concepts:</u></strong></p><ol> <li data-xf-list-type="ol">I shoot for 3-4 main encounters or scenes with something for roleplaying, exploration and combat.</li> <li data-xf-list-type="ol">Minimal backstory and world building unless it directly drives a scene.</li> <li data-xf-list-type="ol">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").</li> </ol><p><strong><u>Most important stuff I always create:</u></strong></p><ol> <li data-xf-list-type="ol">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...<ol> <li data-xf-list-type="ol">#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. </li> <li data-xf-list-type="ol">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."</li> </ol></li> <li data-xf-list-type="ol">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.</li> <li data-xf-list-type="ol">[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.</li> </ol><p>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?</p></blockquote><p></p>
[QUOTE="kermit4karate, post: 9743407, member: 7053643"] 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.... [B]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. [U]Core concepts:[/U][/B] [LIST=1] [*]I shoot for 3-4 main encounters or scenes with something for roleplaying, exploration and combat. [*]Minimal backstory and world building unless it directly drives a scene. [*]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"). [/LIST] [B][U]Most important stuff I always create:[/U][/B] [LIST=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... [LIST=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. [*]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." [/LIST] [*]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. [*][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. [/LIST] 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? [/QUOTE]
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