Cut to the Chase Scene – 5 In Medias Res Starts for your One-Shot

I’ve blogged before about the importance of a strong start in your one-shots, and a good way to achieve that is to start in medias res – in the midst of the action.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

In Medias Res as a term was coined by Horace in his Ars Poetica, when he pointed out that Homer’s games of D&D he was running down the Parthenon didn’t start ab ovo – with the dragon hatching from the egg – but right in the middle of a pitched battle against orcs. Or something like that. What it means for us is a reliable way to get dice rolling within the first twenty minutes – and get the pace tripping along right from the start.

So, here are 5 In Medias Res’s to get your one-shots off to a bang.

The Previous-Quest-Maguffin

Gamma World’s famous flow-chart – more fun to look at than play through, in my experience

Begin at the end of the last adventure – where they find a fantastical item that spurs them on to the main quest. A good chance for an ‘easy’ section of dungeoning – a ‘training level’ – to get the item, and then some problem solving / roleplay to interpret the item and pick up the trail.

Credit to Dirk the Dice of The Grognard Files who did this in a memorable Gamma World one-shot that I’ve shamelessly stolen (both here, and in other con games) – in that game we used the infamous artifact flowchart to decipher the mission.

Trapped in the Tomb

Don’t just start at the door to the dungeon, have the party on the wrong side of it as the trap triggers and the door closes behind them. You might want to have another peril activate at the same time, just to lay it on thick that they need to find a way out – as well as whatever they came here for in the first place.

Note that if you’re doing this you’ll need some NPCs or other roleplaying opportunities in the tomb/dungeon/derelict space station in order to make this more interesting – so throw in a chatty mummy/off-message AI/reactivated golem for the PCs to interact with and help/hinder them as well.

The Contest

You don’t think just anyone gets to represent the king while plundering the treasures of the forgotten jungles? No, every year you must compete for the privilege against the nations most foolhardy heroes. Feel free to have some of the failed contestants travel over there anyway as a rival adventuring party – that the PCs will eventually have to save and/or fight.

In terms of pacing, don’t make the contest too long, or it might become the focal point of the whole session – a few skill checks or a simple combat should be enough. Last year I started a Legend of the 5 Rings campaign with each PC describing the gift they’d brought for the daimyo they’d appeared to serve, and then make a skill check for how successful their gift had been – and one bushi’s terrible sake became a recurring theme for the whole campaign.

In Medias Res-ervoir Dogs

The heist (dungeon crawl, assassination, saving the city, etc…) went wrong – or at least drew a lot of heat. Now they’re on the run, trying to escape and fix things. A good way to start with a chase scene – either using the RPGs chase mechanics or just some opposed skill checks or a fight.

This is a good example of a fight with a clear objective – and an opportunity to intersperse the scene with flashbacks of the actual job they’re running from. Note that in Reservoir Dogs they just lie low and chew scenery at each other – diverge from the film in your game and have them carry out the even bigger score that will make things right, hunt down the contact who betrayed them, or finally get the jewels back.

Zombies Attack!

Wherever the PCs are at the start (tavern, castle, space station, etc…) is suddenly subject to an invasion. A recent session of Deadlands I played in started with zombies crawling through the saloon floor, and it’s a well tested method for starting with a bang.

As with Trapped in the Tomb, you’ll need to make sure there’s a few NPCs for the PCs to interact with during the session so it’s not just a string of fights, but having the call to action be an actual invasion is a classic trope. See here for more ideas about managing invasions – you might want to think about what weakness of the attackers can be exploited, and how they can find it, for instance.

So, five ways to start your one-shot with a bang – what other ways have you seen a one-shot started? Let me know in the comments.

How to Play One-Shots

Looking on the horizon to the tentative return of in-person conventions, it’s worth talking about how to be a good player at a convention. As I’ve said before, in order to run good one-shots, the best thing you can do is play lots of them, and I certainly try to have a 50% running / 50% playing in my campaign and one-shot play (current 2021 figures show a 49%/51% running/playing split, which I can live with!)

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

A convention is a great opportunity to experience different GMing styles, see a system in action, and consider how you would run a similar game – and it’s great to try to be the best players we can be. So, here goes – my top 5 tips to be a great player in a one-shot TTRPG.

Be Prepared

Standard stuff here: arrive on time, talk to the other players, introduce yourself and them, try to make the start of the game as smooth as it can be. I know GMs should do this as well, but your GM has the next three hours to worry about as well, so cut them some slack if they don’t remember everything – pick up the slack.

An empty game table with lots of dice, notes, character sheets, card names, and D&D books
Don’t rely on the DM to bring all those dice!

Bring pencils, dice, that sort of thing. Be helpful about suggesting breaks – it can be difficult to read the energy of the table if you’re GMing. In terms of rules, if you’re familiar, feel free to suggest – but remember it’s the GMs game. If there’s a fumble for a ruling, or a need to look stuff up – volunteer to do it, or if you’ve a suggested fix, suggest it – you can help to keep the pace flowing. If you know the system, you can always volunteer to track initiative or do any of those little housekeeping things that come up sometimes.

Be a Good Plot-Hook Doggo

I went through a six month period of running a lot of Warhammer Fantasy Roleplay 4e (WHFRP) at cons when it first came out. I always included a rat catcher in the pregens, as a nod to a classic WFRP trope – they begin play with a “small but vicious dog.” I didn’t realise until I started running, but that dog was a godsend. Any time the players needed a nudge in the direction of plot, their dog would run off – often after real or imagined sausages (lean into the tropes, everyone).

And as a player, you should be that dog. Tilt for likely plot hooks – don’t turtle, and pull your fellow PCs with you. Presented with a hook, your job is to wolf it down and try and swallow the fishing line, and don’t hold back. Pursue where you think the plot is aggressively, and you’ll help everyone at the table.

Play Up

“Playing Up” is a concept from LARP about supporting other players by giving them cool opportunities to shine. You ask the other character questions, try to give them opportunities to show their character off, make the spotlight time for them.

One of the hardest things to encourage as a con GM is speaking in character – take this on-board and help to encourage it. Rather than comment on what your character sees, ask another PC about it. Do the same in combat, too – speak while doing your action in-character to make your spotlight shine, and suggest tactics in-character (if it’s that sort of game).

Have A Shtick

Similar to this, it helps to have a “shtick” for your PC – pick up on a roleplaying quirk like you would an NPC and lean into it a little. It’s unlikely to be annoying over the three hours as long as you keep pointing towards the plot, and it will encourage everyone else to bring something to the game as well.

Standard improv advice says, incidentally, to always do the obvious thing unless you’ve got an obviously better idea – so do this. Orcs burst through the door – attack them! Your other players can be the voices of reason – be prepared to tilt at windmills.

Show You’re Having Fun

Listen actively – especially if online, smile and nod, and help to bring some energy to the table. Look, I know at F2F cons this can be difficult on the second or third day, when sleep deprivation and the energy of running games and drinking beer hits – but you’ve been there as a GM when the table looks back at you like they’d rather be asleep. Help you GM out by showing enthusiasm and responding positively to his ideas, especially at the start. GMing at cons is hard – the best of us get nervous about it at the time. So help them out by being the best player you can be.

There you go, five tips to be a better player. What would you add to this? Let me know in the comments or at @milnermaths.

Prep Techniques / Review – Return of the Lazy Dungeon Master

For the next of my series of Prep Techniques, which so far includes 5 Room Dungeons and Three Places, I’m going to multiclass into a review. Return of the Lazy Dungeon Master, by SlyFlourish, is a 96-page guide to session, and campaign, prep – with lots more besides.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

It’s a great method for session prep – and it wouldn’t be fair for me to try and abbreviate it here. Mike talks a lot of sense, and I think I agree with him about almost everything (he’s not a fan of Skill Challenges, and that’s where we disagree!) You can hear him on the Smart Party interview here, or check out his YouTube channel (which has got some great walkthroughs of prep, including of D&D published adventures). He’s an active blogger, and the blog complements the book well with lots of examples of it in practice.

The Fluff

First up, the title is a little broader than it implies with the “Dungeon Master” term. While it’s true this method has its origins in D&D, and the examples through the book prep a D&D session, it’s broadly applicable to any RPG and genre. I ran a Legends of the 5 Rings campaign using this method for every session (and the campaign approaches here), and I’m sure it would be relevant to any genre or style.

In fact, a lot of the core ideas point towards running a more narrative game, and so this prep method is eminently suitable for this. In particular, the Secrets and Clues section is a great way to think about your game without holding onto ideas too tightly – his prep method gives a broad canvas for the session to take place on, which PBTA and FITD games need.

The Crunch

It presents an 8-step method for session prep, starting with considering the characters, and moving all the way towards magic item rewards. Further sections of the book dismantle this list, and trim it down as far as 3 steps, depending on time available and other ideas.

As a bare minimum, your 3-step prep is a Strong Start (an action or exciting scene – could be, but not always, a fight) – some Secrets and Clues (ten things that the PCs discover – not tied to locations, NPCs or scenes) – and three or more Fantastic Locations (exciting places that will feature in the adventure). Additional steps add more background and flavour, and all are designed to be efficient in terms of fun at the table compared to prep time.

There’s also guidance on building campaigns (using Dungeon World-style Fronts) and about linking ongoing sessions as well – but the Secrets and Clues sections really is the brilliant idea at the core of this. By separating knowledge discovery from specific encounters, the GM (DM?) can be liberal with information and have them appear where players want to go.

The One-Shot

The prep style described here is very suitable for a one-shot, although I’d adapt a few stages. The first step – where you consider the characters and their skills and abilities – is similar to starting with pregens, building them and having them in mind – and for me I like to have a clear idea of not just my starting scene but also what my ending will look like – for a one-shot I think it’s important to end on a high, too.

There’s great advice about improvising NPCs, and adding more narrative stuff to play, that are particularly relevant to one-shot play – having a good hook to hang your NPC portrayal on, and allowing players to own some of their triumphs, is a great technique for a con game.

In short, I can’t really recommend this enough – and I’d urge you to try it out for whatever system or game you’re running. I’ve not really looked at the previous book (the Lazy Dungeon Master) – but I think it is distinct, and this review has made me dig it out and take a look – so I’d recommend much of his work.

Fighting Talk, Part Two – Dangerous Places

In the previous post, I talked about planning your battles in terms of the enemies you face. I’m going to talk about the setting of the battle now – both in terms of where it fits into your plot and the actual battlefield.

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I’m going to talk about three things you can mix up to make your fights more dynamic – objectives, terrain, and traps – and give some options you can pick from for each of these. In most cases, less is more – you don’t need more than one or two of these options in each fight to make it interesting, and too many will slow the fight down. In lots of cases, these will make it a more challenging fight for the PCs, too – so you might need to bear that in mind when planning your opposition.

Objectives

Terrain (map from 2 Minute Tabletop) in full use in Vaesen

The default fight objective in TTRPGs can often be “kill all these monsters” – and while this is simple and has clear victory conditions, it’s not the most interesting in terms of interacting with your environment – optimal strategy is usually to just avoid dangerous areas of the map and engage you opponents as quickly as you can. Better to think about where the fight fits into the narrative of the game and pick from one of these for at least one of the fights in the session:

  • Escort an NPC to safety – you just need to get a trusted NPC across the map. Give them an action if you like, so they can draw trouble to the PCs by trying to ineffectively attack themselves.
  • Steal an item from an opponent. The caves may be crawling with goblins – but you just need to get the shaman’s headdress and get out again. If the players want to stealth through instead of fighting, I’d use a skill challenge.
  • Traverse the area – maybe all the PCs need to do is get across the map in one piece. Their opposition may be very numerous, but they don’t have to defeat them all.
  • Hold the line – the PCs need to defend a defensible position. Again, if there’s cover and support, they can survive a slightly tougher opposition. Of course, this can be inverted – have them assault a position themselves.

There are plenty more options – for more ideas, look to skirmish board/minis games scenarios, who are often really inventive with what the PCs have to do – and provide mechanical support which you can adapt for your game. Video games, too, often have interesting mission objectives you can use.

Terrain

How many fights in TTRPGs basically take place in featureless arenas? Or, worse, neat dungeon corridors? Mix it up by including some terrain types, and either force or encourage the PCs to interact with them

  • Strew the battlefield with “difficult” terrain that hampers movement. If you have a possible path or clearing in it, this gives a place for the opposition to defend – and of course missile combat will be more effective in this fight if the PCs can’t engage enemies as quickly as before
  • Provide cover in open spaces, and have enemies use it. Once the PCs notice that the goblins are hiding behind the columns, they’re likely to start using them too.
  • Choke points – bridges over rivers or chasms, or routes through otherwise impassable terrain – allow a part of the battlefield to become more important, and give some level of tactics to the fight
  • Higher and lower ground. Put archers on the top of inaccessible columns, forcing the players to climb them or try and snipe them from below. Place the NPC that needs rescuing at the foot of a pit so they have to fight their way back out. Height advantage makes your battles more dynamic and interesting.

You can check your rules system of choice for rules for each of these – most trad TTRPGs betray their wargaming origins in covering this pretty well – but feel free to just busk them for the scenario. A simple bonus or penalty to attacks or defence can go a long way to providing flavour.

Traps

I’m not a huge fan of the isolated trap, the random pit in a dungeon that is either a slight inconvenience or an arbitrary fatality – but put those traps in a dynamic environment like a battlefield and I’m much more interested.

  • Pit traps can, of course, litter the floor – and the opposition will usually know where they are. Arrow tripwires, too, can be used – make sure you allow players a chance to survey the battlefield once one triggers (maybe a good use for a Perception check?) so they can discover them, rather than have them at the mercy of these with nothing they can do about them.
  • Random terrain elements that are active – maybe that pit of lava belches poisonous gas at the end of every round, or one of the columns collapses at random as the temple shakes itself apart. Again, offer clues as to what their nature is and allow PCs to mitigate their effects through careful play.
  • Man-made terrain and traps – trenches and other siege defences – show that the opposition have been planning for this.

Sources of Inspiration

I’ve talked already about using board games and video games as inspiration sources, but there are a few TTRPG products that add to this.

  • A lot of D&D4e scenarios have excellent battle design, as you’d expect for a game that put a lot of effort into making fights fun. Lots of these adapt well, but in particular Dungeon Delve – a series of mini-adventures for a range of levels – has lots that can be stolen and adapted
  • For a less map-driven example, the 13th Age Battle Scenes offer a similar set of mini-adventures based around (usually) three fights, designed to offer a dynamic challenge.
  • If you want some sci-fi examples, the Wrath and Glory adventures Bloody Gates and On The Wings of Valkyries offer examples of how a battlefield-based adventure can be run and made less map-reliant. Presenting a battle as a sequence of linked scenes is a great approach – see in particular how clearing the minefield is presented in Bloody Gates.
  • For another genre approach, the encounter building advice in Sentinel Comics Roleplaying Game is excellent – thinking in terms of environments, challenges, and opponents – most of whom are Minions or Lieutenants – gives some excellent advice for building dynamic encounters, some of which inspired these posts.

I’m sure I’ve missed some off – so let me know what else you’d say is good battle-building advice.

Fighting Talk, Part One – Know Their Enemies

Particularly in one-shots, building battles is a bit of an art. Most crunchy games include some guidance on balancing encounters (and those that don’t should), but I’ve found some general principles that will improve almost any fighting encounter that you have. In Part Two we’ll look at the battlefield itself, but in this post we’ll look at your opponents.

For this post I’ve given examples based around 5th edition D&D, because it has guidance for balancing encounters in the DMG that is both thorough, and also a bit misleading – but the same principles apply to other games.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

Balancing Your Opposition

I’ve said this a few times on the blog already, but I’ll say it again – fights, especially in one-shots, should be easy or hard – not “medium.” An easy fight at the start of a session to help everyone learn the rules is a fine thing, or an opportunity for the players to show how awesome they are, but a ‘medium difficulty’ fight is, generally, weak. If you play D&D or Pathfinder, the majority of the fights you’ll find in published scenarios are at this level – just cut some of them out and beef up the ones that are left to make it at least “hard” by whatever difficulty metric they give.

The reason that games often give a ‘medium’ difficulty level is about attrition. The classic D&D resource management game is that you will gradually use resources through the adventuring day, meaning a selection of averagely difficult fights will wear you down and provide a tactical challenge. I don’t really agree with this approach, even in long-term play – a few big battles are better than lots of middling ones, and I think resource management like this is overrated.

You Need More Than You Think

One opponent per PC is an absolute minimum if you want an exciting battle. There’s tricks and ways to make a fight against one big opponent work, which I might talk about in a later post – but if you’re looking for an exciting fight, you probably want the number of opponents to be between 1.5 and 3 times the number of PCs.

How do you do a big fight against, e.g., a dragon then? Simple, just add in some low-level supporters. If you’ve got 4 6th level D&D characters, a “hard” fight can be a Young White Dragon (CR 6) and 5 or 6 Scouts (CR ½) – the scouts won’t be as big a threat as the dragon, but they’ll still harry and whittle away at the party’s resources ensuring that they won’t just be able to mob the dragon from the start. It’s easy in D&D to fall into the trap to think that low CR monsters aren’t suitable for mid- or high-level parties, but they absolutely are – which brings us to…

Minions, Mooks, and Hordes

Big fight scenes need a big cast – which means more enemies

If you’re going to have lots of opponents without swamping the PCs, some of those opponents might have to be quite low-level. A group of low-level minions is an excellent set of opponents to add to a challenging fight. They’ll draw the PCs’ fire, get between them and the main opponents, and give the players a chance to show their awesomeness by going down easily.

If you’re worried that there might be too many, give some thought to morale options – maybe once their leader is killed they’ll run off into the hills, or half of them hang back as they attack in waves. With lots of opponents you have a few ways to pace battles you can use depending on how it’s going – make it logical, and don’t hold back, but you don’t have to have them all charge in at once.

Make Them Individual

Give your opponents identifying traits, names, or other characteristics. On a VTT, it’s easy to drop name labels on to each of your mooks – it feels much cooler when the goblins they pick off have names. Otherwise, even just listing a characteristic of each of them – this one has one eye, this one is overweight and limping –helps it to feel like a TTRPG instead of a video game. Generally, I’d not recommend altering any of their game statistics for this – keep it simple for yourself – but you can use it in their descriptions.

Another more general way to improve individuality is to reskin monsters liberally. Bestiaries will act like they’ve gone to loads of trouble to make monsters individual, but it’s so easy to reskin monsters to make similar opponents. Need stats for Big Baz, the slow-moving henchman of the chief bandit for your bandit encounter? Baz is a zombie with no undead traits. A low-level evil sorcerer can easily be a reskinned Sea Hag  with his claws a magical bolt and the Horrific Appearance a fear spell.

And one of D&D’s great secrets is page 274 of the DMG, the “Building a Monster” section, that lets you design monsters from the ground up – also perfect if you want a slightly stronger monster to lead a pack of them – just go to the next level up and increase its CR.

Putting it All Together – An Example

With this in mind, let’s set up the personnel of encounters for a D&D one-shot, exploring a group of goblins who’ve hidden in a cave and are harrying villagers. I’ll be talking about the “3 Fights” one-shot structure in a later post, but you can probably grasp the basic idea of it from the name, so for our three encounters – balanced for a 2nd level party of 5 PCs – we’ve got:

Fight 1 – The Guards (at the entrance, or patrolling) – a DMG “easy” fight, although we’ve gone a little over budget – it’s likely the PCs will get some sort of surprise on them, and they’ll be fighting them fresh, so this should be straightforward for them.

2 Goblins (CR ¼) and 3 Goblin Hounds (Mastiffs – CR 1/8)

Even for an easy encounter, having enough 5 opponents will still mean that they’ll have to think about who they engage, and if they can afford to protect a ranged-based character or wizard.

Fight 2 – The Kennels  – this is a “hard” fight, and again it’s a little over budget – we’ll have the worg hang back for the first round, and only arrive to defend its pups in round 2.

2 Goblins (CR 1/4), 1 Worg (CR 1/2), 4 Goblin Hounds (Mastiffs – CR 1/8)

More opponents this time, and a big beast that they might want to join forces to handle – but by arriving on Round 2, they’ll already be engaged with the hounds and goblins. Depending on how the PCs are looking at this stage, we have some tactical options to balance this – we could always throw everyone in at once, or have the goblins hang back in cover and fire arrows at the party.

Fight 3 – The Boss Fight – this is a DMG “deadly” fight – we want to try to engineer that the PCs are pretty healed up and ready for this fight, which shouldn’t be too much of a problem as it’ll be the climactic battle of the one-shot

1 Goblin Tribe Leader (a Hobgoblin – CR ½), 1 Goblin Champion (a non-undead Zombie – CR ¼), 3 Goblins (CR ¼), 4 Goblin Rabble (stats as  Bandits) (CR 1/8)

Nine opponents make this fight challenging, and the Rabble/Bandits and the Champion can get between the big boss and the goblins who can pick players off with missile weapons – while the bandits will be quickly dealt with, this will pace the fight so that they still have to face the main opponents – the leader and the champion.

So, now that we’ve looked at building our opposition, the next post will deal with locating this in the session – both in terms of plotting, and in terms of the actual physical battlefield.

Prep Techniques: Three Places

Last time in this series, I talked about using 5-Room Dungeons to structure your sessions or one-shots. Today, I’m going to discuss something I’m calling 3 Places. I first read about this on The Alexandrian’s blog about Node-Based design, and it is also featured in a lot of Free League’s scenario advice for Tales from the Loop and Vaesen. I used it myself in The Goblins and the Pie Shop, my reimagining of the orc and pie “scenario” for 1st level D&D.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

This structure gives limited autonomy to the players while making prep manageable, and works well for investigative games where you want the players to uncover a mystery or secret before a final confrontation. It works less well if you’ve got a more straightforwardly linear plot in mind, or if you want the players to encounter set pieces in order.

Overview

In this structure, the PCs are investigating an area – a town, a wilderness region, even a dungeon – which has three key places relevant to the scenario. They can explore 1, 2, or all 3 of these to lead to a final confrontation.

Each of the three places contains clues not only to the final confrontation, but also to the other two places. At the start of the session, an inciting incident (an action scene) will point them towards one or more of these places. They can then be explored in whatever order the players want, before finally hitting the final confrontation.

In general, the more information they gather from the three places, the better an idea they have what’s going on and how to tackle it – but don’t worry too much about encouraging or planning for this. They might decide to explore all three, or after one or two they might decide they know enough to move to the finale.

Example

Let’s start with a classic fantasy example, and one that isn’t always easy to translate to play – a beast is stalking the farms hereabouts, and the players are asked to investigate it. I’m thinking a dire wolf or hell-touched bear or something, and I’ve decided it’s going to be normally immume to normal weapons – so that nearby inhabitants can’t just raise a militia to flush it out.

Inciting Incident – the players are ambushed by desperate bandits (a training fight – a way to learn the system while they are easily despatched). When questioned, they are trappers from the forest who’ve had to resort to banditry because a beast now stalks their lands. Their camp was attacked head-on by it, and they worry their wounded are still there in hiding – the abandoned trappers camp location. When they proceed to the nearest village, they are asked to investigate the beast – there is a old wise woman in the forest who might be able to help locate it

Place 1 – At the abandoned trappers camp they find desperate, wounded trappers who – once found in their hiding place, and suitably healed – can tell them the beast came out of nowhere, and they can find tracks leading to the perilous caves where it (presumably) lairs. The signs of its attack are all around – including a tree nearby where it rubbed some of its fur off, which glistens grey in the sunlight. Their weapons and arrows did not seem to harm it – maybe the old wise woman could help prepare a blessing?

Place 2 – At the old wise woman’s hut, they must first convince the suspicious hermit they mean her no harm. She will augur the ways of the forest, and identify the beast – a vast wolf, impervious to wood and steel. She can produce an ungeant meaning they can harm it, but she’ll need some of its fur. She can see it in the perilous caves as well and direct the PCs towards there.

Place 3 – At the perilous caves, they can sneak in and find enough fur to make the ungeant, but the area is guarded by lesson wolves who they must drive off.

Finale – Armed with the ungeant, they can track and ambush the beast – either in the perilous caves, or by laying a trap for it where they know it stalks. Although now they can injure it, it will still be a challenging fight to defeat the beast.

Notice that any of the three places can lead to any others, and that they players can take multiple routes through it. There are a few core clues – that its not able to be hurt by normal weapons, and that its fur can be used to make the ungeant – but these can be discovered in a few different ways.

Advantages of This Approach

One of the big advantages of this approach is that you can modify the pace to suit your time slot. Particularly in a convention game, this is really useful – I’ve blogged before about having a collapsible dungeon, but it’s even easier if you have these key places. It also makes setting an adventure in a city or town much easier – in the Goblins and the Pie Shop, the PCs wander between the town, the pie shop, and the forest pretty much at will – which is especially useful in a low-level scenario where one bad fight can knock some players out a bit.

I find this approach relatively easy to adjust on the fly, as well. If the players spend much longer than expected at the trappers camp, it’s easy to make the wise woman more helpful and volunteer her information sooner. If they show now interest at all in the wise woman, you can share the info about needing the ungeant from one of the trappers – or even have the beast attack, and show them they can’t harm it.

Things to Consider

It’s generally a good idea to have something exciting to do at each of the locations – either a fight, a social scene, or skill challenge / exploration (with skill checks and twists ready if they fail). In the example above, there’s one of each of these at each location. The wolf guardians are a floating encounter that can be dropped in wherever needed if the PCs need slowing down or reminding of the danger of the situation – likewise, having some genre-appropriate “men with guns” to appear if the pace is slowing is a good idea.

You also need to provide some motivation and time pressure for this. Whether this is by an actual countdown of what will happen if they dawdle, or just an obvious implication – that the beast will continue to attack cattle, and eventually the village itself – this will provide the motivation to decide quickly which locations to go to.

For more ideas, the whole of the Alexandrian’s node-based design posts are the foundational work on this. Have you used a similar technique to plot out adventures? Look out for more Prep Techniques later in June!

The Haunted Mill – An Introductory Mystery for Vaesen

Today, I’m going to share with you my prep notes for a complete Vaesen Mystery, “The Haunted Mill,” which I ran at the weekend. I’ve pondered converting it into the ‘official’ adventure format – but I thought I’d leave it as is and hope it’s playable enough for you to use, deconstruct, and look at.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.


Vaesen is a Year Zero Engine game – as this was the first session with an established group, I did a combination Session Zero / First Session with an introduction/chargen session (most players drafted out their PCs ahead of time, but then we did Relationships and shared our histories with each other to get some hooks within the party). The “Session 0” bit was the CATS intro I did for the game, and the “Session 1” bit is the Mystery proper – all told it was a 3 hour session with 5 players, with about an hour for the Session 0 and 2 hours for the mystery – although we started with their arrival in Sandham.

One change I made on the fly – I’d expected one of the players to pick up a priest – essential for the solution to the Vaesen problem – and when they didn’t I had to introduce a wheezing vicar, Father Niklas, who could breathe into the bellows.

Session 0 – Preparations

CATS is an idea I first heard about on The Gauntlet and is a really good way to get everyone on the same page about genre and expectations.

Concept – In Vaesen you play investigators and monster hunters in 19th century Sweden. You’ve all got the Sight – meaning you can see Vaesen and their signs – and are known as Thursday’s Children. You’ve inherited a castle in Uppsala and receive letters inviting you to investigate strange goings on – almost always caused by Vaesen, evil spirits from folklore. As Sweden becomes industrialised, the old ways get forgotten, and the Vaesen become more desperate. Each episode you’ll venture into a town, investigate the goings-on, and hopefully defeat the Vaesen.

Aim – To play our characters investigating and solving problems, and explore the dichotomy of the old ways vs. the industrial revolution. Combat usually isn’t the solution – all Vaesen have a way to banish them, which you need to research and investigate – and also find out what’s going on. Each Mystery has a human element in it as well. We’ll run this as a pilot session and if we like it, commit to like 6 (?)

Tone – Generally serious, with moments of pathos. Our PCs will be playing it straight, although we may have moments of grim humour. Episodic – think of it as a TV series with each mystery one episode, although they might be multi-session as well.

Subject Matter – This is a horror game, and does have a fear mechanic, although no long-term psychological damage in particular. We’ll have an X Card, open Table, and Lines and Veils – feel free to share them now. Mine are sexual assault – on or off camera.

Go round and everyone introduce their PC

Go round and everyone do Relationships with other PCs – the three with their Archetype and one of their own invention.

Sandham Mill

Episode 1 – The Haunted Mill

Primary Conflict – Rolf Lunstrom has taken over the flour mill at Sandham. He’s renovated it extensively, including taking out the water wheel and building a steam engine to power it. The three fairies – Pippi, Kikki, and Mikki – who have lived in the mill and blessed the flour have not approved of this, and so have begun to menace the builders and workers by pretending it is haunted.

Secondary Conflict – Lundstrom has sacked most of the workers who used to work in the mill, bringing in his own men from Uppsala to carry out the renovations. The noisy steam engine had already angered many of the villagers, and now the mill is haunted most are refusing to work there

Misdeed – a carpenter, Pontuss Zweck, was disturbed by “ghosts” while working on the renovations and fell to his death. Aron, his brother, was with him and now the men are refusing to work on the mill until something is done.

Location – Sandham is a small, formerly idyllic village sitting amidst fields of wheat and corn. It is early spring, and the first shoots are visible – but there is a belch of steam and soot visible. It has one tavern – the Sheaf of Wheat – and an old, tumbledown church

Atmosphere – Sandham is an old, old town. It is quiet and beautiful, but whenever there are signs of industry, it is dirty and cursed.

Central Clues

  • The mill isn’t haunted. It’s fairies who have lived there for centuries. There are tiny footprints in the flour of the granary basement, and the vents of the window blinds show tiny handprints.
  • The three fairies live in the old water wheel, but range all under and about the mill. This can be found if the water wheel is investigated – but it is not obvious it is their lair, and they can only be banished when they are in it.
  • The fairies can be killed by consecrated air being blown into their lair while they are there. This can be researched in the Town Hall libraries, as a threat that was once made to them by Knut, the old mill owner
  • There are old bellows in the pub fire, and one of the regulars is a lay preacher if the PCs do not have a man of God among them.

Peripheral Clues

  • Rolf Lundstrom claims his grandparents lived here, but they only had a holiday home in the village. He’s hated by the townsfolk for bringing in his own labour to work on their mill (Investigation in the pub, or Manipulation with one of the NPCs)
  • The fairies have lived here for centuries – they claim to bless the flour, but really they meant that inspectors and others who sought to buy the mill would be put off (Learning in the records in the Town Hall, Investigation around the water wheel)
  • Old Tobias was meant to run the mill’s books – he now finds he can’t even work there, after Rolf wanted his wife to keep books (Manipulation with Tobias or Marta, Investigation/Learning at the mill records)
  • Tobias talks to the fairies (the “ghosts”) sometimes – they help him, and they know what’s right for Sandham (Manipulation after they have won his trust, Stealth to follow him to the mill wheel at night, Vigilance to notice the tiny glasses he carries around with him for whisky)
  • There have been several attempts to buy the mill since Knut Sandham passed away, but each potential purchaser pulled out after visiting the site (and being menaced by the Fairies). Rolf and his wife purchased it without even visiting the town, based on a recommendation from a friend.

Countdown

  1. Marta get ambushed by fairy dust while poking around in the mill (maybe trying to sort the paperwork out)  – she suffers terrible visions of  the mill burning down, and is hysterical
  2. Rolf begins to keep vigil around the mill after Marta’s fright. He is Enchanted – the mill shrouds itself in thick fog, and he is struck mute (Fear 1)
  3. Tobias tells the fairies about the characters. They are, one by one, cursed – the rats rush out of the basement and attack, while Christian symbols shatter in their wake

Catastrophe – Marta, driven mad by visions, attacks Rolf, and in defending himself he kills her. Driven mad by grief, he leaves Sandham, and the villagers take over the mill again.

Place 1 – The Old Mill

Dusty, sooty, floury – with half-completed refurbishments all around. There are footprints, but also tiny signs of scuffles – rats, maybe, although not moving in groups. The blinds blow and crack in the wind. The new engine has been placed and tested, and Rolf is keen to start it up again. The grain basement is behind locked doors, and the lock has been broken (by the fairies) to keep people out.

Force can open the basement door. Inside sacks of old grain, they can see tiny footprints around the old mill workings – of tiny people, not rats

Stealth if it is dark may let them fully investigate without being disturbed.

The offices are at the side of the mill workings. Learning can discover that the mill’s books are very profitable, and that in the past a number of purchasers have pulled out after having viewed the property – the mill appears to have been derelict for the last three years, although the mill wheel shows signs of being turned and there is flour in the basement. MARTA can be encountered here.

The minute that it is clear the PCs are poking around, a Pippi will blow Fairy Dust at the leader (7 vs. Observation or suffer terrifying Visions of the mill haunted by the dead mill workers of hundreds of years)

Place 2 – The Sheaf of Wheat

A warm, cozy place – the wood fire kept roasting by people taking turns blowing on the old bellows. Everyone is dour and sleepy, though, and many are drunk since they have no work at the mill yet.

ARON is drinking his cares away since he saw PONTUSS die before his eyes.  He will tell his story, but he’ll tell it loudly to the whole tavern, so that Tobias will creep away and tell the fairies to be ready for them unless they can Manipulate him to tell them quietly.

A sudden shadow fell on them – that must have been the ghost – and he fell from the scaffold. He doesn’t think it was the floor that killed him, but the terror in his eyes was real – Rolf Lundstrom called for a doctor straight away, and they took the body away for insurance purposes – he fears he will walk the mill again ‘ere the funeral is done properly!

TOBIAS may also be here. He is cagy about the mill, but will admit that they did turn it while it was vacant – the water wheel worked well enough, and until “that man” arrived they’ve always been a successful village. Now, the mill is just rewarding them for messing with it. He will tell them the mill records are in the Town Hall if pressed, but he’ll come with them to watch them.

Place 3 – The Town Hall

A crumbling building that mainly hides the records from hundreds of years of Sandham as a settlement.

Researching the mill’s history requires a Learning check – they learn that it has been almost supernaturally successful, and Knut Sandham, the last owner, kept it in his family for centuries. Only a terrible accident while visiting family in Uppsala meant that his estate had to sell it.

Once they have concluded that it is Fairies they need to research, it is easier to find. If they challenge Tobias about this, he will attempt to cosh them if appropriate, or go to get help from the fairies if they are not vulnerable. If he’s got their help, he’ll lure them into the town’s secret spaces in the basement, where a horde of rats will overwhelm them as he locks them in.

In the basement, they find the details of how to banish them – which Knut threatened them with several times (when they nearly burned down the tavern, for instance) – a bellows blown into their lair, while they are in it, that has been blessed by a holy man.

With further successes, they also discover papers that indicate the mill will pass into ownership of the common people of the town if it is left unoccupied by three years – explaining why Old Tobias is so keen to keep it empty.

Confrontation – Taking on the Fairies

Any reasonable plan, or just going and causing trouble at the mill, will lure out the Fairies, where they must engage them until they flee into their hiding place below the basement where the bellows can be engaged.

They must engage with all three of them if they are to get them to flee. Treat them as one opponent as they are a group. They get a Fast and a Slow action, and will dodge if they can.

PIPPI, KIKKI, and MIKKI, Fairies of the mill

Use the same stats as for Fairies in the Core Book – one stat block for all 3 of them,

OLD TOBIAS

Physique 3/ Precision 2 / Logic 2 / Empathy 3 / Physical 2/ Mental 2 / Ranged Combat 1, Close Combat 1, Agility 1, Vigilance 1

Cosh 1/0/+1 – Pistol 2/0-1/+2

The Edges of Sessions – Starting and Ending Sessions Well

In this post, I’m going to talk about starting and ending sessions, both for one-shots and ongoing games. While between them is where the play happens, a good start and end really help to make sure that the session hangs together – especially if you’re playing online. When you get together to game, you want everyone to focus on the game, and having a solid start gets everyone to focus on the game at hand, and engage fully with what’s happening in the session. Similarly, a good ending is useful to ensure that players leave the session engaged and enthused.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

Starting a One-Shot

If you’re at a convention, start with the obvious social stuff – introduce everyone, make sure the players know the length of the session, when you’ll have breaks, anything else they need to know about the physical game. Check people are comfortable where they’re sat / their online tech is working, and adjust if necessary.

At this stage you want to give an overview of the game. CATS is a great tool from the Gauntlet for this, but just an overview of the game and genre is helpful – don’t assume everyone has read the sign-up sheet. Key things to address include how deadly the game is, and how heroic you’re expecting the players to be. Some games have obvious genre confusions that can come up – for Vaesen, for instance, I like to stress that the PCs are on the side of industrialisation and humanity against the mythical beasts, and in a Glorantha game I make sure I usually cover why you hate the Lunars so much.

At this stage, cover your safety tools. An X-Card is a your baseline minimum – explain it, check everyone understands, and give examples of its use. Allow players to identify any lines and veils, there and then or privately to you, and check that everyone is on board with them.

Choosing pregens can be tricky – I find at cons players are likely to be super-polite about picking them – saying unhelpfully “I don’t mind who I play” and hoping shyer players come forwards. Things you can do to make this less awkward:

  • Have the pregens out as everyone is arriving and encourage players to look through them. Spot if anyone is particularly keen on one and suggest they take them
  • Be explicit about system mastery required – e.g. in 13th  Age, Fighters and Wizards require a bit more engagement with the system than Rangers or Clerics – say this to help players make an informed choice
  • Deal the pregens out randomly, one to each player, and then encourage players to swap if they want.

Then, get the game going – a brief opening scene, and then I like to get the players to describe the opening titles for the game – each showing their PC doing something awesome, with as much – or as little – description as they like. Sometimes, players naturally join these scenes together, which is awesome. Sit back, listen, be an audience, and help everyone get their describing chops warmed up, ready for your opening scene – which will of course be pacy and actiony and exciting.

Starting an Ongoing Game

Obviously, a lot of the above doesn’t apply to an ongoing game. Often, the best way to begin is with a recap. This can be tricky – I’ve tried a few methods, with varying results

  • Just recap yourself. This can help you signpost threads or key moments that might be relevant in this session, but does mean you have to remember the last session just at the time  when your brain is probably full of the next one
  • Get a player to recap. This can be awkward, if it isn’t clear who is doing it, as other players chip in – I’ve tried rolling a d4 to decide who has to recap, which was fun but not as focussed a start as I’d always like
  • Do an opening montage just as above – get each player to describe their key scene from, e.g. “Previously on Vaesen” that they’d show at the start of the episode.

With all of these, I think the key message is to have a routine that works for your game and your players. After this, it helps to tie up any loose ends, and do any “start of session” system stuff that needs to be done – e.g. Star Wars/Genesys rolling Force Points, any start of session moves in PBTA. Again, a routine for these helps, as they are easy to forget.

Another start of game ritual is asking players what their PCs have done since the last session. More and more games have downtime systems, but it can be as simple as asking them what they’ve spent their XP on, or what new spells and abilities their new level grants them.

Ending a Session

Firstly, better to end early than late. Especially in a con slot, but even in an ongoing game – finish after a big challenge or scene, rather than adding an extra half hour of less interesting stuff. As above, a cut scene can be a good way to foreshadow the next session.

In an ongoing game, after the end of the session’s play, I like to check in what I think the next session might look like – in some cases this is up to the PCs (are you going to go after the bounty on Tatooine or try and find the missing droids on Cloud City?), sometimes the players (do you want a more low-key investigation session next week, after fighting all those giants?), and sometimes it comes from the GM (I think next session Gringle is finally going to come after you, and you’ll spend the session dealing with the fallout from that – how does that sound?).

At the end of any session, it’s really good to get feedback – especially online, where you miss the post-game social element out completely. A good structure is to ask for stars and wishes from the session – and if that sounds a bit corny, or a bit like marking your homework, just roll with it. It’s become part of my standard approach and it really helps to both improve future sessions and celebrate awesomeness. It also establishes a balance where everyone at the table is responsible for enjoyment, not just whoever is facilitating the game.

The first few times, you might have to lead or model this discussion, and expect to encourage everyone to chip in. I’d recommend persisting with it – this can be both a really powerful tool to improve your group’s play culture, and also a safety net for anything that was tricky or just annoying in the session. It’s especially good for online one-shots; often, at the end of a session you can feel a bit drained as a GM, as the session just ends – having a quick discussion about it helps to sign it off and appreciate it for the future.

So, lots of ideas for starts and ends of sessions routines. What do you do to begin or finish sessions? Let me know in the comments or on twitter.

Review: Brindlewood Bay

Brindlewood Bay is a Powered By The Apocalypse (PBTA) game of cozy mysteries written by Jason Cordova and published by The Gauntlet. In it, you play elderly widows investigating murders in a quiet New England coastal town, while gradually revealing the dark mysteries of an ancient cult. It’s also a fantastic game for one-shot play, with an innovative mystery system that makes investigations improvisational and fun. I’ve run two one-shots of it so far, and will definitely be adding it to my one-shot repertoire.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

The Fluff

You play elderly widows, members of a book club, solving crimes. The game’s sources are are Agatha Christie murder mysteries, 1970s-1990s TV series, very much in the ‘cozy’ tradition. In chargen, you broadly define your PC and their cozy activity (knitting, gardening, cooking, etc.) – and then, as a group, you all add items related to each others’ activities. In play, these offer a bonus to rolls, and it’s great to see players find opportunities to use, for instance, their late husband’s tiki set, in order to help their investigations.

This is not a common genre in RPGs, but it’s very recognizable from popular culture; my players had no trouble feeling the setting and tropes of the game, especially after the cozy places group activity at the start. Characters are both broadly competent and physically vulnerable – while Brindlewood Bay is a generally safe environment, shadowy figures stalk around and the suspect is still at large.

The setting is well painted in broad brush strokes, and the mysteries that are provided (with more available in a supplement, Nephews in Peril) add further details and locations to the town. Implicit in longer-term play is a metaplot about discovering the sinister cult in the town – which is perhaps the reason for there being so many murders – but this doesn’t come into play in a one-shot.

The Crunch

This is a really streamlined evolution of the PBTA engine that keeps what’s important front and centre. There are two ‘action’ moves – Day and Night, which being rolled determined by the time of day, and a Meddling Move, which is the main vector to gather clues. There are a few additional moves, but these three form the bulk of play. While MCing, I really appreciated the simplicity of this – I never had the “uhh, this seems like you’re trying to… go aggro?” moments that I often get when running PBTA games with a broader selection.

Mysteries get solved by you gathering Clues, usually by using the Meddling Move, which are snippets of information, deliberately left loose – a note writing somebody out of a will, a missing dog, signs of a struggle on the victim’s body. After some investigating, the PCs get together, decide which suspect they think was the murderer, and make a Theorize Move, adding the number of Clues gathered and subtracting the Mystery’s complexity – on a Hit, they can catch them – on other results, they may have got the wrong person, leaving the murderer free. In my two games, in one case they apprehended the butler in time – the second, with a 7-9 result, led to a car chase and the eventual escape of the killer when a PC’s cat ran out in front of their car!

The Clue / Theorize economy is amazingly elegant. I have my own issues with investigative games, and the tension between finding the right answer and playing an entertaining game irks me, and in more player-led / story-now games even more so. I discussed it during our after action report of Vaesen with the Smart Party – at a point in the session, you click from “playing my character / making a fun scene” to “solving a puzzle.” Brindlewood Bay avoids this by not needing to join the dots until the Theorize move – up until then, players can just go poking around wherever they want, and clues – if they’ve got the dice for it – will keep showing up. As MC I still felt involved in building the mystery, by choosing which clues made sense to place, and seeing the players have license to freewheel and solve the mystery themselves gave it a satisfying feeling of collaboration.

The One Shot

Although clearly ideally built – like most PBTA games – for short-run campaign play, Brindlewood Bay has so much to recommend it as a one-shot. A setting and genre that is both instantly recognisable and a fresh break from standard RPG genres, an easy-to-MC PBTA framework and a structure that genuinely supports collaborative storytelling made it a hit in both games that I ran. Indeed, although the TV series source material was often long seasons of shows, in practice before media-on-demand we watched them in snippets of individual shows out of order, so it doesn’t feel out of genre to be looking at a murder-of-the-week with protagonists who already have a past together.

I’d recommend for a one-shot not cutting down the ‘cozy place’ prep step at all – as I’ve written about previously, spending up to an hour at the start of a PBTA one-shot is always worth it to get a great setup and have the players able to really get into their characters for the rest of the session. I used Dad Overboard, one of the Mysteries included in the game, and it was a great solid plot structure for a satisfying conclusion in one session.

One thing that I’d also recommend is being really open about the collaborative nature of the mystery – on the sign up description (if you’re running at a con), at the start of the session, even a reminder during the game if you see a player start to cut out investigative channels. For some fans of investigative games, this collaborative stuff, and the MC not even knowing who did the murder, requires a real shift in approach that you need to make sure they’re up for.

In summary, this is a brilliant game, and one of my highlights of 2020 – I’m not sure if I’ve ever found MCing a PBTA game as relaxing and flat-out enjoyable as Brindlewood Bay in a long time. The simplicity – elegance even – of the moves, the wealth of pre-made Mysteries available, and the easily-grokked genre make it an absolute one-shot hit. One of my players went straight from my game to download and read the rules himself – so intrigued was he by the system – you can’t say fairer than that.

Prep Techniques: The 5-Room Non-Dungeon

In this series, I’m going to be looking at ways to get started when prepping a one-shot – although, as I talk about here, I use pretty much the same techniques for prepping sessions of ongoing games. Some of these will be my own ideas, some of these are references to other people’s stuff, and some are reviews of products.

Since you’re here, I should point out that you could have read this a week earlier if you were one of my Patreons – you can subscribe here, and for a trifling fee of £2 a month you get access to blog posts a week before they appear on the blog, the option to request topics for posts, the chance to play in one-shots online with me, and the warm glow of satisfaction of helping keep this blog alive.

To start with, we’re going to look at the 5-Room Dungeon. Created by Johnn Four at roleplayingtips, you can find an overview and some great examples of it here. To summarise, your ‘dungeon’ has 5 rooms – in sequence, as below

  • Room One: Entrance and Guardian
  • Room Two: Puzzle or Roleplaying Challenge
  • Room Three: Trick or Setback
  • Room Four: Climax, Big Battle or Conflict
  • Room Five: Reward, Revelation or Plot Twist

I don’t intend to spend any time talking about each of these stages here – the link above goes into detail far better than I could. Instead I’m going to discuss the pros and cons of the structure, and my own hack of it that I often use prepping sessions.

Pros and Cons

The 5 Room Dungeon is about the exact right length for a single session; it keeps your prep focussed and compact and helps you to avoid throwing in additional time-wasting encounters or scenes. It’s also easy to translate into lots of other settings apart from the dungeon – more on that later. It gives a good balance of combat and role-playing. And it’s a great starting point – using this as a basic structure, it’s easy to add bits to it (even optional bits to give you flexibility with pacing) or move things around; between Room 1 and Room 4 you can kind of do what you want.It does have some limitations for me. I’m not a huge fan of the “Trick or Setback” room without giving PCs a chance to avoid or overcome it, and I don’t think Room Five really needs its own room – certainly, in a one-shot, an end-of-game Plot Twist is a bit weak. And, I don’t think it works very well for dungeons. Anything else, it’s a solid structure, but I think dungeon design is its own thing (I’ve blogged in the past about it briefly) and deserves more than this linear-ish structure. So, I’ve hacked it a bit to the structure below

The Five-Room Non-Dungeon

Scene One: Inciting Incident or Action (skill checks, challenges, or combat)

Scenes Two – Four

– A Combat scene

– A Roleplaying scene

– A Skills-based scene

Scene Five: The Finale

Scenes two-four can happen in a pre-determined order, have options for the players to pursue in whatever order they want, or can be left for you to decide the order during play based on what it looks like the players need.

The 5-Room Non-Dungeon In “Flowchart” Form

In more detail

In scene one, you start the session off with action. Even if later on they’ll be asked to save the  village / explore the caves / hunt the werewolf, you want to begin the game with the dice rolling and players getting to grips with the rules. A bandit attack is the go-to old fantasy trope, but it’s a good way to start – give the bandits some clues as to the looming threat, or at least some link to the rest of the adventure, and it’s a great way to hook the players into the plot.Scenes Two-Four should show a range of challenges as your setting or system supports. The roleplaying scene is the only one that might be system-free – and is contrasted with the “Roleplaying Challenge” from above – it might be a friendly character you discover, or a monster that can be charmed or talked into helping them.

To really make these scenes sing, think about an alternative approach for each of them – and be flexible for the players taking this approach. Maybe the thieves’ guild ambush, that you’d imagined as a combat scene, could be tricked into leaving them alone (maybe some good roleplaying ideas with or without a skill roll), or maybe they can bypass the corridor of traps (planned as a skills scene) by getting the goblins to help disarm them.

Scene Five is probably a fight. Have stuff going on in the environment and a good mix of big bads, lieutenants, and mook opponents to make it a satisfying scene, and make it as challenging as your group’s tastes are. For my D&D5e preferences, this is a touch above what it says in the DMG for “Hard” – although if you’re running a one-shot and the players clearly know what they’re doing in terms of system mastery you could go higher.

Examples

If you want an example of the 5-Room Dungeon, apart from those on the roleplayingtips website, there’s Tower of the Stirge on this blog. This is a bit between the two approaches – and ‘cleverly’ disguises its linear plot by setting it in a tower. I’ve got another post lined up with a couple of examples of this structure – but as I haven’t run them yet, I’ll have to keep them behind the wall in case my player’s see them!Have you used the 5-Room Dungeon format successfully? Anything you’ve found that works well or poorly about it? Feel free to comment below – or suggest any prep problems or techniques you’d like to see explored in future.