Hello all, I'm Alex and recently my local game shop let me hold my 5e game at their store! He told me that many people will tell him that they have always wanted to play DnD but have never had the time or people to play with.
So, we came up with the idea of 'Drop-in' DnD where one Saturday out of the month we will hold a one shot 3 hour game!
The problem comes when I start trying to think of a one shot that isn't too long and isn't too short. I was hoping that someone on here has DMed a one shot before and if they could answer a few questions of mine.
I've DM'd a couple of one shots. Most recently I used this adventure (A Wild Sheep Chase). It's pretty straight forward, basically just two encounters, with a lot of potential for adjustment.
Hi! ok so how long did this Story last you? I'm scared of mine being too short.
I think a lot of new people are joining so I am starting them at Level 6 so they can be powerful, but I wouldn't start a full campaign at the high of a level so I'm not so sure...
Did people enjoy it? I don't want people leaving thinking they have wasted their time.
Hi! ok so how long did this Story last you? I'm scared of mine being too short.
The whole thing was about 4 hours (with a little break in the middle). I definitely made it wrap up quicker than I could have, though so I wouldn't worry about that. If it seems like it's going too quick, throw in another monster. Fights always fill up more time, especially for first time players.
I think a lot of new people are joining so I am starting them at Level 6 so they can be powerful, but I wouldn't start a full campaign at the high of a level so I'm not so sure...
I would start at 4 or maybe 5 because much higher and they may get overwhelmed with abilities and things to keep track of. If you've never played any TTRPG's before there's a lot to get used to! Just tell them the axiom we take for granted: unless it says otherwise, use the d20. That's the question I got the most: "which die do I use?"
Did people enjoy it? I don't want people leaving thinking they have wasted their time.
They totally enjoyed it! The most recent one I did there were four people in all: me, my wife (who's not super into this stuff but enjoys it occasionally), her coworker, and that coworker's husband. The coworker and husband had never played before but the husband knew more about what his character could do than I did (I'm still getting used to 5e after years of 3.5). If people are choosing to play out of self-interest then they won't feel like they wasted their time.
If you have any other questions go for it. I'm curious on other people's first time/one shot experiences.
I would suggest either a very small quest or a short (2-3 puzzle) dungeon. I had to run a three hour one shot for some friends not too long ago; if you create a few puzzles (think simple), they'll add complexity to them by themselves. With that in mind, I'd still check the UA materials for info on traps and how to punish the players for failing to complete them or triggering traps.
For actual puzzle content, consider some of your favorite video games. Weighted stone, hidden path, and visual puzzles work best. For example, in the one shot I ran above, I used the following:
A weighted stone puzzle, wherein three pressure plates needed to be depressed at the same time in order for the group to progress. I mentioned that the gate had multiple layers of intertwining metal to it, and allowed them to perception/investigate the mechanism to either count them, check the scuffs on the stones, or find blood splatters left over from failed attempts by would-be adventurers. I also described the audible "click" the pressure plates made when pressed down, and the similar click they made when allowed to release. Failure resulted in undead rising from tombs that bordered the room.
A combat encounter after puzzle #1, so that the party could get a taste of the actual combat system and add some flair to their actions. After the first minimal exposure to combat, they were really eager to overkill everything they could.
A teamwork exercise. Two stone dragons (with their jaws clamped shut) rest beside each gate. Upon entering the room for the first time, the gate behind the party closes. Upon trying to cross the room, the party must either avoid the pressure plates lining the floor, or trigger the gate on the other side to close. Stepping on the pressure plates that litter the floor will trigger gate #2 to close, but it will happily stay open so long as nobody is on the plate or the first dragon's jaws are held open. The party must then cross the pressure plates and pry open the second dragon's jaws to make the gate stay open so that every member of the party can get across at once.
A visual puzzle, involving a table and a mural. The party had to set the scene in the mural at the table using skeletons and enchanted cups. In mine, I set it so that a dead warchief in a helmet was meant to have all seven cups, while his would-be party goers lamented their lack of drinks. This one might be a little hard to do properly if you're new to DMing.
For newcomers, I would test their ability to get along and solve problems together. Even Puzzle #1 took my party a good twenty/thirty minutes to hash out. Puzzle #2 took another thirty, and Puzzle #3 took only fifteen or so. The first combat encounter took about ten minutes, and the second was bypassed by a good stealth check, but would've likely taken 10-15 since they had the hang of it.
The actual meat of the dungeon, in total, took them about an hour and a half. I used the first twenty minutes by allowing them to describe their characters and give a two minute or so blurb about them and their history. Then I gave them a little time to socialize, shop, and actually decide on a path of action. I did my best to make the dungeon sound very tantalizing, but had a few extra options lined up in case they didn't go for it.
To summarize: 1.) Use the first half hour or so as a "session zero" to explain the world and let them explain their characters. Even if they make something up on the spot, it's good for getting into the roleplaying. 2.) Come up with a few puzzles or challenges for them to face once they commit to a path of action. Make the first combat encounter a little easier than the second or (potential) third. 3.) Remember that your players don't know the solutions to your puzzles. If they come up with some clever or inventive solution that you didn't foresee, let it play out. One of my players actually solved puzzle #2 by jamming a dagger in the back of the dragon's throat. I had it hold the gate open for half of the party to cross freely, but had the dagger snap shut on the remaining two... forcing them to solve the puzzle together with encouragement from the others. 4.) Above all else, have fun with it. Be honest with your players and let them be silly if they want to be silly. Sometimes, DMs expect their campaigns to be Critical Role when it has an Adventure Zone cast.
Wild Sheep Chase is a lot of fun! Although my PCs completely bypassed the last encounter by using Command in one of the most brilliantly timed ways I've ever seen.
merricb.com/dungeons-dragons-5e-adventures-by-level/ has a great by-level library that I use to purchase one-shots for my group. It directs you to different sources like DM's Guild so you can read reviews and make your purchase.
So something I've found with new players is that there's a lot of rules for them to concentrate on and that can sometimes overshadow what is going on in the story. In the past what I've found works is taking the plot of a well known film and adapting it into a one shot. That way your players know the story and don't have to concentrate as hard. Jurassic Park, Gremlins, Aliens ect.
I suggest over-preparing, and then figuring out ways of bypassing certain encounters. Have a definite beginning, and a definite end that wraps things up a little, but have a handful of optional "middle bits" that you can add or take away, depending on time. Players are unpredictable, especially if they are new or you've never played with them before, so you have to be ready to improvise and go with the flow.
Hello all, I'm Alex and recently my local game shop let me hold my 5e game at their store! He told me that many people will tell him that they have always wanted to play DnD but have never had the time or people to play with.
So, we came up with the idea of 'Drop-in' DnD where one Saturday out of the month we will hold a one shot 3 hour game!
The problem comes when I start trying to think of a one shot that isn't too long and isn't too short. I was hoping that someone on here has DMed a one shot before and if they could answer a few questions of mine.
Thank you so much!
Newbie GM | Mathsquad | Current Jam
I've DM'd a couple of one shots. Most recently I used this adventure (A Wild Sheep Chase). It's pretty straight forward, basically just two encounters, with a lot of potential for adjustment.
What questions do you have?
Hi! ok so how long did this Story last you? I'm scared of mine being too short.
I think a lot of new people are joining so I am starting them at Level 6 so they can be powerful, but I wouldn't start a full campaign at the high of a level so I'm not so sure...
Did people enjoy it? I don't want people leaving thinking they have wasted their time.
Newbie GM | Mathsquad | Current Jam
I would suggest either a very small quest or a short (2-3 puzzle) dungeon. I had to run a three hour one shot for some friends not too long ago; if you create a few puzzles (think simple), they'll add complexity to them by themselves. With that in mind, I'd still check the UA materials for info on traps and how to punish the players for failing to complete them or triggering traps.
For actual puzzle content, consider some of your favorite video games. Weighted stone, hidden path, and visual puzzles work best. For example, in the one shot I ran above, I used the following:
A weighted stone puzzle, wherein three pressure plates needed to be depressed at the same time in order for the group to progress. I mentioned that the gate had multiple layers of intertwining metal to it, and allowed them to perception/investigate the mechanism to either count them, check the scuffs on the stones, or find blood splatters left over from failed attempts by would-be adventurers. I also described the audible "click" the pressure plates made when pressed down, and the similar click they made when allowed to release. Failure resulted in undead rising from tombs that bordered the room.
A combat encounter after puzzle #1, so that the party could get a taste of the actual combat system and add some flair to their actions. After the first minimal exposure to combat, they were really eager to overkill everything they could.
A teamwork exercise. Two stone dragons (with their jaws clamped shut) rest beside each gate. Upon entering the room for the first time, the gate behind the party closes. Upon trying to cross the room, the party must either avoid the pressure plates lining the floor, or trigger the gate on the other side to close. Stepping on the pressure plates that litter the floor will trigger gate #2 to close, but it will happily stay open so long as nobody is on the plate or the first dragon's jaws are held open. The party must then cross the pressure plates and pry open the second dragon's jaws to make the gate stay open so that every member of the party can get across at once.
A visual puzzle, involving a table and a mural. The party had to set the scene in the mural at the table using skeletons and enchanted cups. In mine, I set it so that a dead warchief in a helmet was meant to have all seven cups, while his would-be party goers lamented their lack of drinks. This one might be a little hard to do properly if you're new to DMing.
For newcomers, I would test their ability to get along and solve problems together. Even Puzzle #1 took my party a good twenty/thirty minutes to hash out. Puzzle #2 took another thirty, and Puzzle #3 took only fifteen or so. The first combat encounter took about ten minutes, and the second was bypassed by a good stealth check, but would've likely taken 10-15 since they had the hang of it.
The actual meat of the dungeon, in total, took them about an hour and a half. I used the first twenty minutes by allowing them to describe their characters and give a two minute or so blurb about them and their history. Then I gave them a little time to socialize, shop, and actually decide on a path of action. I did my best to make the dungeon sound very tantalizing, but had a few extra options lined up in case they didn't go for it.
To summarize:
1.) Use the first half hour or so as a "session zero" to explain the world and let them explain their characters. Even if they make something up on the spot, it's good for getting into the roleplaying.
2.) Come up with a few puzzles or challenges for them to face once they commit to a path of action. Make the first combat encounter a little easier than the second or (potential) third.
3.) Remember that your players don't know the solutions to your puzzles. If they come up with some clever or inventive solution that you didn't foresee, let it play out. One of my players actually solved puzzle #2 by jamming a dagger in the back of the dragon's throat. I had it hold the gate open for half of the party to cross freely, but had the dagger snap shut on the remaining two... forcing them to solve the puzzle together with encouragement from the others.
4.) Above all else, have fun with it. Be honest with your players and let them be silly if they want to be silly. Sometimes, DMs expect their campaigns to be Critical Role when it has an Adventure Zone cast.
I'd recommend that Adventurer's League modules, majority are 2-4 hours long, and are designed with the idea of playing at a store.
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Wild Sheep Chase is a lot of fun! Although my PCs completely bypassed the last encounter by using Command in one of the most brilliantly timed ways I've ever seen.
merricb.com/dungeons-dragons-5e-adventures-by-level/ has a great by-level library that I use to purchase one-shots for my group. It directs you to different sources like DM's Guild so you can read reviews and make your purchase.
So something I've found with new players is that there's a lot of rules for them to concentrate on and that can sometimes overshadow what is going on in the story. In the past what I've found works is taking the plot of a well known film and adapting it into a one shot. That way your players know the story and don't have to concentrate as hard. Jurassic Park, Gremlins, Aliens ect.
Here's a great prewritten adventure that has some cool puzzles : http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1011
I suggest over-preparing, and then figuring out ways of bypassing certain encounters. Have a definite beginning, and a definite end that wraps things up a little, but have a handful of optional "middle bits" that you can add or take away, depending on time. Players are unpredictable, especially if they are new or you've never played with them before, so you have to be ready to improvise and go with the flow.
PBP: DM of Titans of Tomorrow
PBP: Lera Zahuv in Whispers of Dissent
PBP: Evaine Brae in Innistrad: Dark Ascension
PBP: Cor'avin in Tomb of Annihilation