RPG One-Shots

Feb 09, 2010 17:17


One-Shot RPG scenarios are great for conventions, tournaments or for taking a break from your regular gaming session. They are also a way to introduce newcomers to roleplaying games. Here are a few principles I've learned from GMing, writing and playing one-shot scenarios over the years.

Use a rule system that everyone is familiar with - do this with a regular group or post it as a requirement to play at a convention - or use a rule system that is intuitive, the simpler the better. Skill based systems are the way to go, level based systems like D&D are out. A percentile system like Call of Cthulhu is ideal. I like to use the “old” World of Darkness d10 system. I've modified it for my own homebrews. Other refs I know like Feng Shui, Toon, and Paranoia for one-shots, there are many, many more. As the GM, you have to be well versed in whichever system you choose. There's no time to be flipping through rule books during a one-shot.

Pre-generated characters complete with a short background and motivation are best. The use of characters with recognizable archetypes will help the players get into the theme and their role in the game. (I also prepare some extra characters in a mix of genders, so players - newbies usually - aren't uncomfortable in their role.) You can let players familiar with a gaming system bring their own characters, but as GM you'll have to take the time to review and approve each one. I think it's just easier to have the characters ready made.

As the host of the game you should have playing aids available for your guests. Dice, pencils and scratch paper for notes are a must. I've found that name tags (with the character's names) are great. They help keep players in their role and it's especially useful when the players don't know one another. Oh, and at a convention, have a prize for the the best roleplayer. You can let the players choose or you can award it to the survivor (if it's that type of game).

One-Shots are composed like a movie, or a three act play: setup, confrontation and resolution. I plan on my games to last about four hours. Use the first hour for setup, the next two hours for confrontation and the last hour for resolution.

Open with a hook, this will start the momentum that will drive the game to conclusion. I've found that with five or six players you can get two major encounters into a four hour game. (Encounters usually mean combat, but that's not always the case.) If you start the game in the midst of an encounter you might get an additional major encounter into the mix. I emphasis roleplay in my games and combat encounters eat up roleplay time, that's why I limit them to two. In my experience it is what works best.

Plan on a big finish. I've began my games with many different starts, but they all have a dramatic climax. Gunfighters facing off in the street, or frantic survivors, fleeing from zombie hordes, gunning down their companions for that last means of escape(or sacrificing themselves), and so on. Cliché? Yes, but cliché can be your friend in the one-shot experience. Don't be too cliché. Put a twist on your story if it's too familiar.

These are just a few ideas for one-shots. If you have anything to add please comment. If you've never roleplayed (and you read this far) you should give a one-shot rpg a try the next time you attend a science fiction or gaming convention.



       A Sandbagger hosted one-shot at MisCon.

rpg, conventions, gaming, miscon, world of darkness

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