The Dragonmeet session was a lot of fun. I've found that a good formula for a one-shot game is to make sure that you have some sort of ticking bomb, relentless final guardian, or monsterpocalypse at the end of a fairly short adventure. Without the slow build that a campaign gives, you do well to build fun off the cheap heat, with CLIMAX written in broad strokes and bright colors.
With that in mind, I framed the original one-page adventure by Daniel O' Donnell thus: the Crown Prince of Crime in the town of Ushralec hired the party to sack the Fane of Drowned Men, sacred to the demon-gods Dagon and Charybdis, ostensibly because of a grudge he had long held before recently coming to power. There were some very subtle clues to his ultimate intent - through a crack in the door, Alinor the sea elf saw some minions of crime pouring barrels of salt water into a big vat, tapping the floor below in some sort of code and receiving taps from below in turn. The Crown Prince's audience room, also, had been stripped of all furniture and valuables.
Anyway, heedless of this, the party -- a rogue, a brawling sailor, a prophet of hoary Nodens, the sea elf, a somewhat out-of-place dwarf, and of course Gnaro the multidimensional gnome -- set off in a longboat at high tide to make a beeline for the back end of the shrine. Through incredible luck and bad rolls by the defenders they were not spotted by any of the people doing business at the front of the shrine or on the causeway. Floating right over the deep-submerged tethered zombies, they were soon on the roof, interrupting a treasure donation ritual with arrows, spears and a Sleep spell cast through a grating.
After the high priest fought back with a successful hold person, the fight soon moved to the front of the shrine, where the sea elf cast a net to trap some of the defenders. The high priest, escaping the net, backed into the rogue's waiting stab around the corner, and having been the target of much of the previous damage, soon expired, cursing his fate to die on land.
Meanwhile, some of the surviving acolytes inside the shrine had wakened their sleeping companions and were ready to defend the doorway. But the resourceful sea elf had meantime clad himself in the high priest's sharkskin robe and triple-shark-mouth tiara, and using a Disguise spell, convinced the acolytes that he had sent these invaders to test them and that they had all better surrender. The one acolyte who had saved and disbelieved the disguise was bludgeoned to death by the others at the orders of the fake high-priest.
That out of the way, the explorers noticed a dark line on the horizon and an ominous rushing sound. The sailor recognized it as a tsunami and estimated that they had little more than an hour before it hit. Looting the fane, which consisted of a few cabins of a shipwreck atop a rocky islet pierced by a well, they came away with the jewelry of a nobleman preserved in a cask of sherry and some valuable books. But the same high tide that had eased their passage over the drowned zombies now filled up the well and access to the passages below, filled with the donations of the faithful. Gnaro threw some gnomish sausage into the water and quickly attracted one of the guardian seawolves, who provided enough deterrent for the party to gather up their spoils and head for the hills. A wise move, for when the tidal wave hit it was ridden by a giant sharktopus, unholy spawn of Dagon and Charybdis.
In the aftermath of the disaster, the party heard some strange stories circulating. Merchants and jewelers who had rushed back to their strongholds in the city, ahead of anyone else, had found emptied cellars and strongrooms they thought secure, their broken doors not wholly convincing as tsunami damage. Could the party have been set up to trigger the wrath of Dagon, God of Tides, King of Watery Death, as part of some larger, astoundingly callous caper? Best not to think about it, or the treasures you left behind in the passages underneath the Fane ...
In the afternoon we played a fun, short scenario in Paolo's Cthonic Codex world, with themes of goats, moss, and a ghost dragon whose fossilized ribcage was a bridge in a canyon. The AFG system is about as simple as it gets and I recommend it for anyone who wants to prioritize ideas and creativity over rules and process, plus it has one of the coolest magic systems out there. Paolo and I then played in a demo of Lords of War, a card-battling game with simple rules but very deep strategic play.
Dragonmeet lives up to the second part of its compound. It is a great place to meet people with all kinds of ad-hoc gaming going on, and you tend to run into a lot of people you know from the gaming scene if you have lived in Southeast England for a while. This time it continued till 11 with open gaming, which was a great improvement, even though I had to get dinner with some old L5R cronies and run off to catch the last train.
Showing posts with label one-shots. Show all posts
Showing posts with label one-shots. Show all posts
Sunday, 8 December 2013
Monday, 2 September 2013
Considerations of the One-Shot Dungeon
Justin Alexander's blog posts about "Jaquaying the dungeon" are often cited in support of building non-linear pathways into an adventure location. I've found one case where things need to proceed a little differently, though: the one-shot adventure, meant to be played in the four hours or so allotted in a convention slot or a gaming club meeting, with no campaign following through.
The one-shot adventure adds the following two considerations:
1. At most, you have four to eight chunks of significant interaction to work with before the adventure is over, which can be combats, exploration problems to overcome, or rooms that invite deep exploration.
2. It's desirable to have the party be able to reach some kind of goal or climax, with skillful play, by the end of the adventure. Note that "skillful play" part; I've seen DMs in tournament modules fudge dice rolls to help the party reach the end, but there has to be some sense of earning it, or the reward is hollow.
Thing is, the campaign has all the time in the world. If the party spends their four to eight chunks noodling around the insignificant halls of the dungeon, they can make it up next time. If they never reach the climax now, they can wait to reach it later. But if the one-shot party misses, they get no more chances. If they miss, it should be because of something they did, not because they took the wrong random turning somewhere. This suggests a couple of different approaches ...
White Pluming it. In the manner of TSR's S2, where a forking hallway early on leads the party into one of three mostly self-contained adventure paths. There's something not quite satisfying about this. I mean, they might as well have been going through the wilderness and choosing between separate adventures.
Jaquaying with signposts. The dungeon architecture is porous, but clues lead the players to the climactic area or areas, with distractions to tempt the unwary. This could work.
Forget Jaquaying. Does the sense of player choice have to come from changes in the direction of travel? Could it be choosing instead what to try, what to look into, what to disturb and what not to, what to take and what to leave? Although Hidden Shrine of Tamoachan is sometimes lambasted as a "railroad," its design is really a sensible choice for a one-shot tournament module. The players really have to think about what to get involved with and what to leave alone; just as time is the players' ally in letting them stretch their exploration across the sessions of an extended campaign, it's their enemy in the one-shot, which can add to the challenge instead of subtracting.
Next post: The experience that sparked these musings - running The Lichway after midnight at GenCon!
The one-shot adventure adds the following two considerations:
1. At most, you have four to eight chunks of significant interaction to work with before the adventure is over, which can be combats, exploration problems to overcome, or rooms that invite deep exploration.
2. It's desirable to have the party be able to reach some kind of goal or climax, with skillful play, by the end of the adventure. Note that "skillful play" part; I've seen DMs in tournament modules fudge dice rolls to help the party reach the end, but there has to be some sense of earning it, or the reward is hollow.
Thing is, the campaign has all the time in the world. If the party spends their four to eight chunks noodling around the insignificant halls of the dungeon, they can make it up next time. If they never reach the climax now, they can wait to reach it later. But if the one-shot party misses, they get no more chances. If they miss, it should be because of something they did, not because they took the wrong random turning somewhere. This suggests a couple of different approaches ...
White Pluming it. In the manner of TSR's S2, where a forking hallway early on leads the party into one of three mostly self-contained adventure paths. There's something not quite satisfying about this. I mean, they might as well have been going through the wilderness and choosing between separate adventures.
Jaquaying with signposts. The dungeon architecture is porous, but clues lead the players to the climactic area or areas, with distractions to tempt the unwary. This could work.
Forget Jaquaying. Does the sense of player choice have to come from changes in the direction of travel? Could it be choosing instead what to try, what to look into, what to disturb and what not to, what to take and what to leave? Although Hidden Shrine of Tamoachan is sometimes lambasted as a "railroad," its design is really a sensible choice for a one-shot tournament module. The players really have to think about what to get involved with and what to leave alone; just as time is the players' ally in letting them stretch their exploration across the sessions of an extended campaign, it's their enemy in the one-shot, which can add to the challenge instead of subtracting.
Next post: The experience that sparked these musings - running The Lichway after midnight at GenCon!
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