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 Post subject: One Shots
PostPosted: Wed Jun 20, 2012 8:07 pm 
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What have people found working well for one shot games? The funnel has been great fun so far, but do people think it works well as a one shot? Or should I look at generating some 1st and 2nd level characters as pre-gens and running those as one shots?

I figure some folks were running DCC for Free RPG day, so maybe they would like to weigh in.

I ask because I am considering running a one shot or two on Google+ when time permits. Wondering whether I am better to offer them up as 0-levels and run a funnel or start with actual characters with a level or two.


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 Post subject: Re: One Shots
PostPosted: Thu Jun 21, 2012 5:41 am 
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I think that the funnel is awesome for one-shot adventures. Characters don't take long to set up, and if they die folks aren't that distressed over it.

I took a Kovacs map ("Crucible of Sezrekan the Mad" from the rulebook, actually) that had only 3 rooms in it, designed a quick castle on top, then sent a party of zeroes into my little adventure. It was quick and folks had a lot of fun with it. (The guys who had the rulebook didn't even realize that I'd used that map and redone the encounters, I think.)

Made for a great demo.

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 Post subject: Re: One Shots
PostPosted: Thu Jun 21, 2012 8:04 am 
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Portal Under the Stars fits well in a single session.

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 Post subject: Re: One Shots
PostPosted: Thu Jun 21, 2012 8:33 am 
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finarvyn wrote:
I think that the funnel is awesome for one-shot adventures. Characters don't take long to set up, and if they die folks aren't that distressed over it.


+1

I did my own adventure (you can find it in a post in the Judge section) as a one-shot funnel and it fitted nicely in a 4 hours time slot including character creation. And you always have the option, if you get the players hooked on the game, to do a second session with leveled up characters that the players will be really invested in since they survived the initial funnel and gained a personality through gaming and not through a 5 pages background that nobody will ever read.


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 Post subject: Re: One Shots
PostPosted: Thu Jun 21, 2012 11:10 am 
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Great, thanks for the feedback. I've enjoyed the 0-level adventures I have played/dabbled with. They seem great for a one-shot. And folks are right, if it goes well and the players want more then moving on from there is easy enough.


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 Post subject: Re: One Shots
PostPosted: Thu Jun 21, 2012 11:32 am 
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I think "Lair of the Mistmen" from the Kickstarter will work well as a 1st level one shot. (I think that's going to be a design goal for all the mini-adventure I'll be creating.)

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 Post subject: Re: One Shots
PostPosted: Thu Jun 21, 2012 2:34 pm 
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The jewelry heist module from Free RPG Day is pretty short. We played it in 2-3 hours. (Probably closer to 2 and a half.)


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 Post subject: Re: One Shots
PostPosted: Fri Jun 22, 2012 2:02 pm 
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funkaoshi wrote:
The jewelry heist module from Free RPG Day is pretty short. We played it in 2-3 hours. (Probably closer to 2 and a half.)


I think I am tempted to run with this one for a one-shot. Something that runs in a 2-3 hours time frame would be nice for the moment.


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 Post subject: Re: One Shots
PostPosted: Mon Jun 25, 2012 7:13 am 
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DCC #71 "The Thirteenth Skull" will have two one-shot adventures when it comes out, each designed to fit into roughly a 4-hour time slot.

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"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson


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 Post subject: Re: One Shots
PostPosted: Mon Jun 25, 2012 7:23 am 
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Deft-Handed Cutpurse
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finarvyn wrote:
DCC #71 "The Thirteenth Skull" will have two one-shot adventures when it comes out, each designed to fit into roughly a 4-hour time slot.


Very cool! I am running the jewelry heist mod tonight for some folks using the pregens from FreeRPG Day. Looking forward to seeing how it turns out!


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