So, I am a first time DM looking to run a One-Shot. But this is my own flavoured one-shot. I have stuff written and maps made, but I would love someone else to read over what I've put, so I am able to see if it's okay or not. I have lore, and some of the game planned out. I do know that 'winging it' is necessary, but I would love to make sure that the key story elements are correct.
The premise is this: An Apocalyptic World, losing all magic. Only the strong survive, and anyone who had anything Magic, whether it be spells or weapons? They have lost all magic.
If anyone is interested, please leave a comment or PM me and I can add you on discord, sending you stuff and discussing my story there. All advice is appreciated!!
As long as you're okay with running a campaign that's limited to Fighters, Barbarians, Rogues, and Monks, then you'll be fine. Just don't expect too much variety.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
For a one-shot I can see this being fine, especially if you make it clear to your players that it's strictly a magic-reduced setting. Don't let them create Wizards and such only to be told none of their spells work. If they want to do that after you've told them... have at it, I guess.
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Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
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Hello, D&D Beyond
So, I am a first time DM looking to run a One-Shot. But this is my own flavoured one-shot. I have stuff written and maps made, but I would love someone else to read over what I've put, so I am able to see if it's okay or not. I have lore, and some of the game planned out. I do know that 'winging it' is necessary, but I would love to make sure that the key story elements are correct.
The premise is this: An Apocalyptic World, losing all magic. Only the strong survive, and anyone who had anything Magic, whether it be spells or weapons? They have lost all magic.
If anyone is interested, please leave a comment or PM me and I can add you on discord, sending you stuff and discussing my story there. All advice is appreciated!!
I like Monks. They're fun.
As long as you're okay with running a campaign that's limited to Fighters, Barbarians, Rogues, and Monks, then you'll be fine. Just don't expect too much variety.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
For a one-shot I can see this being fine, especially if you make it clear to your players that it's strictly a magic-reduced setting. Don't let them create Wizards and such only to be told none of their spells work. If they want to do that after you've told them... have at it, I guess.
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft