You are an experienced game master. You have created many adventures. You have decided that there is a situation that calls for a One-Shot adventure. Should be easy to do right? Your skills in creating adventures should allow you to create a One-Shot adventure right? In addition, it has been my experience that this is true and false. It is true that the skills you need for an adventure One-Shot are the skills you already possess. It is false, because there are additional items that may need to take into account to create a beautiful adventure One-Shot.
As almost everything we do, we look to our audience. This adventure is for? It is for first time players? Is it a game convention? It's just for a session of filling? Is it just to see how a high-level adventure might work? Knowing your audience that adapt you adventure to their needs and yours? Consider a few questions that ask you. You will have different answers based on your group.
They play before role-playing?
Is this a new game for players?
Is this a new genre for players?
Expect to see players again?
Do you think they might want to turn a one-shot in a campaign?
It is mainly a session of filling?
Is there ongoing trials rules on?
Have you run this game before?
What is you run before such?
Have you run adventures in the level of prior character?
The answers to this question will determine if you need to provide or to take into account the following elements.
Pre-generated characters
Many games One-Shot, you will need to provide a sort of pre-generated characters. This is done for many reasons, even if the players not to use. For most of the new players, you will want to use a pregenerated character. Even if they really want to create their own. You will need to explain that this is an adventure that afterwards, they will be better able to create a character. Even for those with years of experience in the game, a character pregenerated perhaps not a bad option if it is a genre or a game that they may not have played before. As a game master, your pregenerated characters should generally be general archetypes for the game or type parameter. Unless your adventure requires it, you should not create pre-generated characters that remain obscure. I know I've played a few games convention when it happened. The sad, it was difficult for anyone at the table to get a handle on things. If a system has the skills, competencies selected should reflect your going to run adventure. If the Red pre-generated character should have trap-finding skills if they are in a tomb with many pitfalls for example.
Direct adventure
Unless she assumes to be a kind of murder and mystery or similar, the adventure should not be difficult to follow. Remember, this is a One-Shot game. You may be under time constraints, so you will want to ensure that there is little or no red herring in the adventure. Players should be able to seize the main thrust of the adventure and generally know the objectives of the said adventure. If it is too complex or misleading, your players will be frustrated and so are you. If you must run a mystery, please try to make sure, there are several ways to obtain the same indices. You do not want players to be stuck because there is only one way to obtain a vital clue. This may seem railway operation. It is in some way. The trick here is of their railway without having them believe that you are rail.
Have jurisdiction use
With an adventure in a straight line forward, if a character has special jurisdiction or power to do that there is a chance to use if possible in the adventure. More than a normal adventure each character needs some light time. Unless he imagines an adventure with just normal people, the players are going to use things that make them special. This does not mean that you have to take care of all the special skills or powers of each player. This means that you should choose a player and have their place in the adventure where the player can use if they want to.
Rule Cheat Sheets
Rule cheat sheets are important to the players who have never played the game in question before. They should be able to use the cheat sheet to get a rough idea of how things work. Remember that not all rules must be attributed. If your cheat sheet is 10 pages long, I think that your doing something wrong. Unless it must be, it should be only one front side and back of the page. It should cover if possible use of basic skills, basic combat, healing and any rule that is used all the time. You may find that even your players veterans like these leaves for reference.
Special character sheets
If your game is at a Conference, you can give a look a little something special character sheets. While some game masters may wish to return leaves, I think that it is a nice touch to have a map that the player gets to keep. It provides a simple souvenir of your adventure. If you have done your work well, players will be happy and don't forget your adventure, whenever they look at your spreadsheet in the future.
Thus, while most of your skills, you will convert in a one-shot by knowing your audience, you will be able to adapt the adventure for the needs of the public. So until next time, good luck and good game.
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As almost everything we do, we look to our audience. This adventure is for? It is for first time players? Is it a game convention? It's just for a session of filling? Is it just to see how a high-level adventure might work? Knowing your audience that adapt you adventure to their needs and yours? Consider a few questions that ask you. You will have different answers based on your group.
They play before role-playing?
Is this a new game for players?
Is this a new genre for players?
Expect to see players again?
Do you think they might want to turn a one-shot in a campaign?
It is mainly a session of filling?
Is there ongoing trials rules on?
Have you run this game before?
What is you run before such?
Have you run adventures in the level of prior character?
The answers to this question will determine if you need to provide or to take into account the following elements.
Pre-generated characters
Many games One-Shot, you will need to provide a sort of pre-generated characters. This is done for many reasons, even if the players not to use. For most of the new players, you will want to use a pregenerated character. Even if they really want to create their own. You will need to explain that this is an adventure that afterwards, they will be better able to create a character. Even for those with years of experience in the game, a character pregenerated perhaps not a bad option if it is a genre or a game that they may not have played before. As a game master, your pregenerated characters should generally be general archetypes for the game or type parameter. Unless your adventure requires it, you should not create pre-generated characters that remain obscure. I know I've played a few games convention when it happened. The sad, it was difficult for anyone at the table to get a handle on things. If a system has the skills, competencies selected should reflect your going to run adventure. If the Red pre-generated character should have trap-finding skills if they are in a tomb with many pitfalls for example.
Direct adventure
Unless she assumes to be a kind of murder and mystery or similar, the adventure should not be difficult to follow. Remember, this is a One-Shot game. You may be under time constraints, so you will want to ensure that there is little or no red herring in the adventure. Players should be able to seize the main thrust of the adventure and generally know the objectives of the said adventure. If it is too complex or misleading, your players will be frustrated and so are you. If you must run a mystery, please try to make sure, there are several ways to obtain the same indices. You do not want players to be stuck because there is only one way to obtain a vital clue. This may seem railway operation. It is in some way. The trick here is of their railway without having them believe that you are rail.
Have jurisdiction use
With an adventure in a straight line forward, if a character has special jurisdiction or power to do that there is a chance to use if possible in the adventure. More than a normal adventure each character needs some light time. Unless he imagines an adventure with just normal people, the players are going to use things that make them special. This does not mean that you have to take care of all the special skills or powers of each player. This means that you should choose a player and have their place in the adventure where the player can use if they want to.
Rule Cheat Sheets
Rule cheat sheets are important to the players who have never played the game in question before. They should be able to use the cheat sheet to get a rough idea of how things work. Remember that not all rules must be attributed. If your cheat sheet is 10 pages long, I think that your doing something wrong. Unless it must be, it should be only one front side and back of the page. It should cover if possible use of basic skills, basic combat, healing and any rule that is used all the time. You may find that even your players veterans like these leaves for reference.
Special character sheets
If your game is at a Conference, you can give a look a little something special character sheets. While some game masters may wish to return leaves, I think that it is a nice touch to have a map that the player gets to keep. It provides a simple souvenir of your adventure. If you have done your work well, players will be happy and don't forget your adventure, whenever they look at your spreadsheet in the future.
Thus, while most of your skills, you will convert in a one-shot by knowing your audience, you will be able to adapt the adventure for the needs of the public. So until next time, good luck and good game.
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