In this post, I’m going to summarize a lot of things that are scattered around the blog, and share 5 things any GM can do to make their TTRPG one-shots rock, whatever the system. If you want examples of most of these (1 and 5 in particular) there’s a stream on YouTube of me running 13th Age Glorantha here (you’ll want Part 3 for the final scenes)
Get your players to introduce their characters in a scene
Don’t ask your players to just describe who they are playing – it’s boring, open-ended (some will take forever, some will just read out their background and – in one “memorable” con game I played in – their equipment list) – ask them to show their characters in a scene. For pulpy, high-fantasy, I describe it as like the opening credits of an old TV show, where they used to show the best bits of the season at the start as the music played. So we might see the barbarian boldly vanquish an orc before downing a pint, or the bard wooing a fair princess. Hand this over to your players and it’ll both introduce them to each other, and set the scene for high action.
In more low-key settings, give a few more parameters. Maybe we see the PCs killing time during a star-system jump, or trudging across the woods on a journey, and zoom in on each one in turn – but ask the players to show, not tell, what their character is like, and you’ll help them to describe their characters’ action better for the rest of the one-shot.
Do some bonds
As described here, get your players to describe links to other PCs – as simple as “who do you trust, and why?” or even describing in turn their previous quest. This really works in a one-shot as it sets the action you’re about to play through in a continuing narrative, making it feel like a episode in an ongoing series rather than a one-off activity.
Have a training conflict
As early as possible in the game, have a skill check or combat for everyone where the stakes – although they are there – are relatively low. In a lot of fantasy games this can just be a combat, and it can be a pretty straightforward one, but it could also be one of the skill challenges described here. By engaging with the system straight away you can get players new to the game up to speed with the system and demonstrate how it works. A lot of running one-shot games at conventions with different systems is teaching the system itself, so don’t neglect this responsibility as GM.
Seriously, take breaks, or they’ll happen anyway during play. Online, I recommend every hour or so, face to face, every 1.5-2 hours, even if only briefly. This helps to keep everyone on board during play and focused and prevent players’ attention wandering. Have them at opportune moments like the end of a scene/act, or even on a cliffhanger – you’ll keep your players (and yourself) fresh to keep your minds focused on the game.
Have a ‘credits roll’ final scene
After the players have completed the one-shot, and they’ve rescued the princess, saved the galaxy, or stolen the jewels, have each player describe a scene from their PCs immediate future – they might be celebrating the recent victory, ruing missed chances, or picking up a loose thread. Like (2), this puts the one-shot into an ongoing narrative, and is a good way for players to sign off playing their PC from the session.
So, that’s my top 5 tips for improving one-shots during the game. Later on I’ll give you 5 things to do during prep that can improve any one-shot. What are your top tips for in-game awesomeness?