The Art of the One Shot
We all know of the glorious role playing game one shot. For those who do not know, a one shot is an rpg that is to be played once and unless the players or game master chooses to extend it. Usually one shots are used to introduce a new game to a group of players. However it is not unusual for players just to want to take a trip down nostalgia lane playing an older version of a game for example AD&D.
When creating a one shot you should take the following into consideration…
- Have the players every played a role playing game before?
- Has the game master ever run this game before?
- Does someone want this one shot to be extended into a campaign?
- Is the system new to the players, game master, or both?
Once all this is figured out then we can move on to other tasks such as creating the actual adventure and the characters.
One shot adventures should be simple especially if the players have never played the game before. Also let’s face it players (unless there is some kind of epiphany moment that suddenly springs up in their brain) are a little dense. In most settings the person who cares about the plot of the story most is the game master. The story is our baby and sometimes you have to beat your players with the baby to get it through their heads! (Verycutegm does not condone beating people with babies.) Keep it simple so frustration doesn’t run rampant in your game, because you already have limited time as is.
Pregenerated characters are characters that are made for the one shot.
Making characters involves a lot of time, time that could be used for other things like calculus.
Though more likely it gives your players more time to do this…
Keep in mind when making these pregenerated characters is that their skill set should be comply with the adventure so everyone feels useful. Alternatively you could give a skill to a character that seems to be useful, have them use it, and frustrate them without end…Which is pretty hilarious, but isn’t recommended but it’s your game and if you are never going to see them again experiment (I’m joking). Making simplified character sheets could be helpful if the normal character sheets are a million pages long because we all know it takes a bazillion years to look up things on the sheet unless you are familiar with the game. This is especially recommended in a convention setting.
When the game master has never run this particular game before a cheat sheet is recommended so it doesn’t take you a quadrillion years to look up a rule. If you cannot find a solution to the problem let the players know and try to improv a quick fix that seems fair.
Other things to keep in mind is that may seem to be no brainers are telling your players what materials to bring, giving general information of the game, and having fun.
Now go have fun!