Designing Your Session
As I’ve mentioned, there’s no such thing as a “right” way to prepare a session. Some GMs like to plan down to the minute detail, some like to keep it broad and leave plenty of room for improvisation. I can’t tell you what’s going to work for you, but I can provide a couple broad genres of one-off gaming sessions and break down the most important elements of each. Then, in a future session, I’ll address these options in greater depth.
Type 1: The Classic Line
Or: The players encounter a dangerous problem. To get what they want, whether that’s treasure or survival or the answers to a mystery, they need to solve that problem. Doing so means solving other problems, one after another, until they finally get what they want.
The Classic Line is by far the most common and crowd-pleasing kind of adventure. It’s particularly well suited to old-school games like Dungeons and Dragons which encourages players (through comparatively limited, combat-focused rules) not to think too far outside of the dungeon or puzzle room or battlefield they happen to have been led to.
Examples: The party is attacked by assassins, discover the killers were hired by an evil wizard, and must defeat the wizard in his tower to stave off future attacks. The party is paid to discover how a wealthy inventor was murdered, and in the process will face hitmen and the full fury of a technocratic conspiracy. A mysterious buyer offers a reward for anyone who can navigate a labyrinth and bring back the jeweled scepter within.
Continue reading 〉〉 “Rutskarn’s GMinars CH5: Foundations, Continued”
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