Posts Tagged by one-shot
| March 29, 2013 | Posted by Phil Vecchione |
We all have those games that we have always wanted to run, but they either psyche us out or our gaming groups do not want to play them. They sit on our shelves taunting us between each campaign. We make pacts with ourselves to one day run those games, to live the dream. When that day comes, will the game live up to your dreams? Well I have been to the edge and back, and for me, the answer was yes. Dream Games Every GM…
| March 9, 2012 | Posted by Patrick Benson |
Are you planning a one-shot session for a convention game, or perhaps as a break from your regular campaign? Here is an easy to remember framework that you can start with to prepare a four hour game. 1 – The Villain You need a villain, and since this is a one-shot your villain needs to be over the top. An evil wizard tormenting the townspeople is not going to cut it. You need an evil wizard who is stealing the townspeople’s babies from them in…
| March 6, 2012 | Posted by Guest Author |
Today’s guest article was written by reader Todd Cash. It’s an in-depth look at how you can use the concept of TV pilot episodes to establish whether a campaign is worth your time. Thanks, Todd! Sometimes a game master gets an idea they aren’t fully sure how to nurture. Questions pop up that elicit concern for the campaign. How many sessions could this game last? Will my gaming group’s schedule ever let this work? For whatever reason, the GM isn’t sure they want to devote…
| June 8, 2010 | Posted by Walt Ciechanowski |
When I’m not sitting behind a screen or writing Gnome Stew articles, I’m also an RPG freelance writer. That means that my weekly group usually gets dragged into whatever I need to playtest for my projects, the latest of which is Doctor Who: Adventures in Time and Space. Running a playtest is like running a one-shot. The players are only going to be playing a short while and it’s often not worth blowing a session on character creation, especially when the players are unfamiliar with the…
| May 28, 2008 | Posted by Scott Martin |
“As you leave the train station, you notice something is missing: the street is surprisingly quiet. A moment later there’s a screech of wheels and the sound of a tommy gun…” When I met Bryan and Paul for the first time at the local game store’s meetup, everything clicked. In a lot of ways, it was pure luck. Bryan had heard about Spirit of the Century and was interested in trying it out. I’d been lurking on the FATE mailing list, learning, and waiting for…
| May 22, 2008 | Posted by Walt Ciechanowski |
In my first post in this series I spoke a little about my experiences at GenCon 2007, concentrating on rookie considerations. Obviously, I’d learned much more than that and my experiences in actually playing con games also remained with me. Last December, I’d decided that my weekly game, which took place on Fridays ostensibly from 8-11 (although we were usually lucky to get in 2 hours of play), had run its course. I was feeling burnt out and wanted to try something different. I also…
| May 20, 2008 | Posted by Phil Vecchione |
Recently my gaming group has gone through a bit of a gaming drought. We have had a number of cancellations occur over the past few weeks, where a single person could not make it to the session. Sometimes that person was the GM, and other times it was one of the players. With the type of games we run, and our general GMing style, our group does not like to play without all the members present. When these cancellations have occurred, the other remaining members…












