Wednesday, May 16, 2012

One-Shots


One-shot or short format RPG sessions are a good way to try something new without the commitment of a full campaign.

There are basically four types of One-Shot;
1.       The introductory adventure: This is a short adventure intended to introduce players to a game and the setting of the game.
2.       The short adventure for established players: This is a short adventure that uses a game system and setting the players are already familiar with,  but is not part of their ongoing campaign.
3.       The potential campaign introduction: This is a short adventure that is designed with the possibility of turning into an actual campaign.

The introductory adventure is one of the most common forms of one shot and is often seen at conventions or other events where people trying new things is encouraged, such as Free RPG Day. The introductory adventure provides new players with the opportunity to try a new game without a lot of commitment. The GM usually provides pre-generated characters and all the other material required for play, although players may be required to supply dice, paper, pencils and other common items. If anything special or out of the ordinary is required the GM will usually provide them for the players. The GM assumes most of the risk in this style of game as he bears the financial cost as well as the cost of the time spent preparing for the game.
The most common reason for the introductory adventure is to teach new people to play, often with the goal of getting them to purchase a game. However it can also be used by GMs to teach his normal group a new game that he is excited about.
                This style of game needs a simple adventure that touches on a common theme within the game and setting. The introduction is not the time to explore complex themes or ideas that run counter to the default assumptions of the game. The game should focus on the basic mechanics of the game and leave out the more complex systems. The characters should show a broad range of possibilities within the game and be distinct enough from one another that new players can see the differences. Stereotypes are good in this style of game. The adventure should be playable in a short 2-4 hour session if being played at a convention or other event, and 0ne or two sessions if being played in a private setting.
An introductory game can be hard on a GM, he needs to be a Teacher, Salesman, and Cheerleader. He needs to be able to communicate the setting and game mechanics effectively and quickly.  He needs to put in a lot of effort making characters, preparing the story, making cheat sheets and making sure there is a time and place to play as well as gathering players.

The short adventure for established players is typically used to take a break from an ongoing campaign or to try new character ideas and concepts without derailing an existing campaign. This type of game is also common at conventions where people play a game they know with new people
Player’s in this style of game already know how to play and will typically be expected to provide everything required including a completed character, although in some cases pre-generated character will be supplied by the GM.  This type of one shot can also be used to play flashbacks or events in the campaign from a different perspective. This type game has little risk as the players already know how to play and are familiar with the setting. At worst they players and GM lose a couple of sessions that could have been devoted to their normal campaign.
This type of game can include the more extreme ends of the spectrum of both character types and mechanics included in the game you are playing. It is also a good way to explore themes and concepts not present in the normal campaign.
None of the problems of the introductory game exist here. The game is already being played. The player’s and GM already know how to play

The potential campaign introduction can be a combination of the two other types of one-shot. This game is typically run by a group looking to try something with the idea of it becoming a full campaign game. This is the riskiest type of one-shot and can have a higher cost than the other two. It requires the GM to sell the potential game and the players to buy in to playing it. The financial cost can be higher as players and GMs buy materials and spend time on a game they may not enjoy or may never play again. The players and the GM also bear the time and energy cost of making characters and learning rules and such. When it works it is a wondrous thing.
                As a combination of the other two types of game, this style of game should focus on the basics but acknowledge the more difficult areas of the game.

For a one-shot to work you need a few things, with enthusiasm from players and GM being the most important. If you have an enthusiastic GM who enjoys a game combined with players who want to try new things one-shots can be a very positive experience.  Enthusiasm from all involved is the single biggest factor to the success of your one shot.
 You also need an environment conducive to playing. New games can require a fair amount of concentration so an area dedicated to gaming and free of distractions is ideal.
The player’s involved need to understand that while the character’s may be rewarded quite handsomely in game, they will not be able to spend the reward and experience points are effectively meaningless long term. The actual play is the reward.
Casual players and one shots seem like they should go together well as there is little commitment. However, casual players are typically unwilling to put the effort in at the table to make the one-shot work. One-shots can be intense and require focus. As the game is only going to last a short time everyone needs to make the most of that time. The player who sits quietly at the table and doesn’t contribute is actually hurting the rest of the group more than he does in a normal campaign. This can be really harmful in the introductory game if the character the casual player has possesses some critical information or ability that the story requires.
Again, enthusiasm and willingness to try new things are the most important part of a successful short format game.

When sitting down to play a one shot a player needs to quickly go over the character provided and figure out what the sheet is telling them and to find a voice for their character and figure out how to portray them. Many pre-generated characters will have notes about personality of motivations, if they do not look at the abilities and skills and form an idea about your character from those. Again, stereotypes are a useful tool at this stage. The player needs to also look over any other provided materials. Many GMS will provide quick reference sheets for the most common game mechanics and explanations of what the number son your sheet mean. If these materials are provided ahead of time be familiar with them before you arrive at the game.  For example: if we decide to play leverage again I will provide you copies of The Quickstart Job booklet as far in advance as possible. Please read the mechanics and character sections prior to play.

Game selection is also important. Some games lend themselves well to a one-shot while others are almost impossible to play in a short format and others, like Fiasco, can only be played in the confines of the one-shot. The sort game for established players can avoid many of the problems with the more complicated games as the players and GM are assumed to already be familiar with the game. IN an introductory style game though you need to look at the game closely and figure out what is the best way to present the game to new players.

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