I am going to run a one-shot for some friends in a few weeks, and i've been looking at possible adventures! Im going for fun / casual and around 6 hours lenght...
I've picked Wild Sheep Chase as the adventure, but i think that it is not long enough..
Do you guys have any good ideas on other One-Shot adventurers that would be nice to run? Or how to expand the lenght of an adventure? :)
I've run Giantslayer with a group of 2nd level characters, some of the players were a little on the inexperienced side.
The modules I know are nicely structured, easy to follow and internally consistent.
If your group is inexperienced, however, I'd go for a 3 - 5 hour module for a 6 hour session. They might have questions about rules, what they can and cannot do, find the right dice, how they would view the world and so on. If you bank some extra time, you don't have to rush anyone.
Might I suggest grabbing a fewEncounters of the Week? Many of these link together nicely, especially the Road to Baldur's Gate series, and the nice thing about grabbing these short encounters is how flexible you can be with your content. Prep 2-3 for the night, maybe even a 4th if you feel like your players might charge through them, and you can have a bunch of options in at the ready depending on how the flow of the night goes. But don't be surprised if your players have fun just bantering, or getting sidetracked, or chatting, and you only get through one in the evening...if they're having fun that's all that matters!
Hello everyone!
I am going to run a one-shot for some friends in a few weeks, and i've been looking at possible adventures!
Im going for fun / casual and around 6 hours lenght...
I've picked Wild Sheep Chase as the adventure, but i think that it is not long enough..
Do you guys have any good ideas on other One-Shot adventurers that would be nice to run? Or how to expand the lenght of an adventure? :)
We've run a few of MT Black's adventures in our group.
They were excellent fun, and you have some options to shorten or extend the duration.
Complete Adventures of MT Black Vol I
Complete Adventures of MT Black Vol II
More Interesting Lock Picking Rules
Nice! Any of those you would recommend to a party of newbies? (only 2 of 5 have played a bit before)
I've run Giantslayer with a group of 2nd level characters, some of the players were a little on the inexperienced side.
The modules I know are nicely structured, easy to follow and internally consistent.
If your group is inexperienced, however, I'd go for a 3 - 5 hour module for a 6 hour session. They might have questions about rules, what they can and cannot do, find the right dice, how they would view the world and so on. If you bank some extra time, you don't have to rush anyone.
More Interesting Lock Picking Rules
Might I suggest grabbing a few Encounters of the Week? Many of these link together nicely, especially the Road to Baldur's Gate series, and the nice thing about grabbing these short encounters is how flexible you can be with your content. Prep 2-3 for the night, maybe even a 4th if you feel like your players might charge through them, and you can have a bunch of options in at the ready depending on how the flow of the night goes. But don't be surprised if your players have fun just bantering, or getting sidetracked, or chatting, and you only get through one in the evening...if they're having fun that's all that matters!
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