Experiments with one-shots
I’ve begun fooling around with one-shots over hangouts again. This time around I’ve been asking for feedback on my GM’ing, and boy, people don’t hold punches, do they?
After having my selfesteem destroyed a few times over (yes, I’m overly dramatizing), I have learned a lot of things, about what mistakes I make when GM’ing.
There’s a very fine line, I’ve noticed, about how much improvisation is good improvisation. Yes, that’s right; there actually seems to be an upper limit! For me when I run one-shots at least.
The thing is, when I GM a totally improvised session, I get exhausted near the end. Like really exhausted. Not because we’ve played for around four hours straight with only two or three very short brakes, but because it is hard work to run a session with zero framework before play begins.
I’ve tried a lot of different things out the last few days, and here are some of my intermediary conclusions.
Pitch the game with a strong premise
When you sit down to play, people want to make characters and then find out how these characters fit together and “what they do” to get by. Basically why they are adventuring together.
While that isn’t wrong, it can cause some very unfocused play and characters that don’t really fit well with each other. It doesn’t necessarily force this to happen, but it easily can. You might argue that the GM has great control over this, but the more you rely on the GM to have the skill to resolve these issues, well, the more mistakes that GM will eventually make. It’s simply better to remove the need, especially for a novice GM.
If you start out with a premise, like “adventuring band for hire”, then we have established two things; the party is already a coherent group of adventurers, and they are getting paid to do what they do. It doesn’t take much effort to make the characters have some history together.
The premise can be worked out in the beginning of the session, but you can save a lot of time doing it in advance.
Have a clear objective
In a one-shot, we don’t have a lot of time for mystery. We don’t have time to start from scratch. It’s much easier to start in medias res, with some basic information and a very solid lead on how to get more.
The players literally have to have an immediate goal when play begins, otherwise they’ll just poke around doing next to nothing for around an hour of game time.
These goals can even be a part of your premise! “Band of adventurers hired to delve into the Pyramid of Sorrow to fetch the Hellslayer sword”. Now the players will be aware that it’s going to be a Dungeon Crawl, which means that they can choose options and classes that makes them better at that.
Everybody likes to have cool stuff to do, right?
There’s a lot more to this, but I still need to gather my thoughts on the matter. I’m experimenting a lot at the moment to make these things work, and there’s a lot of do’s and don’ts.
I’m going to focus on the do’s that minimizes the need for skill on the GM part. Dungeon World already helps a lot here with the Principles, but you still need to think a lot when improvising. Mostly the rule book focuses on how to start campaigns, not one-shots, and having a “first session” as a one-shot often mean we spend a lot of time establishing facts that we don’t have time to use.
One-shots needs to be focused, because we don’t have time to deal with all the details of a full campaign, so I’m trying to set up a few guidelines on how to do that.
More to follow!
Tags: Adventure, Dungeon World, Fronts, Game Mastering, gaming, GM Stuff, improv, Module, Role-Playing, Role-Playing Games
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