Pregen Power Levels

In this post I’m going to talk about how powerful your one-shot pregens should be. Designing pregens is often the first step to prepping a one-shot, and definitely needs to be done before your prep is finished (and then you can check there are relevant challenges for each PC to allow for spotlight spread), and it’s tempting to just throw together characters following the rules in the book – standard starting characters. This is sometimes the best case, but sometimes it’s worth beefing up your characters a bit.

This is obviously a topic that varies a lot from system to system, so I’m going to look at a few in turn.

D&D / 13th Age / F20 games

If you’re running a game for players that are completely new to TTRPGs, and you want to keep things simple (and you should) – start at 1st level. D&D 1st level pregens can be a bit squishy, so you might consider either making them 2nd level (which really are no more powerful apart from the extra hp and a few more spell slots) or even just giving them the 2nd level hit point boost. This is something I’d particularly recommend if you’re running for players who might not be too keen on their PCs being knocked out.

Of course, instead of beefing them up you might be tempted to knock down the opposition – but I’d caution against this. For one thing, several of the support roles in D&D are really unsatisfying if there isn’t proper opposition – I can remember playing a Life Cleric in a one-shot and being a bit disappointed that I didn’t get to use my awesome healing powers.

If you’ve got some experienced players, but still want to keep it straightforward, 3rd or 4th level is the way to go. At this point, there’s a bump in complexity that gives PCs a plethora of options in D&D (in 13th Age they have these options pretty much from 1st level), and a lot of scope for niche protection; two 3rd level human fighters can play very differently at the table depending on design choice.

If you want superhero-style high fantasy, you can use the Fireball Cutoff. This rule (which I’ve just invented) states that at the point where PCs acquire the spell Fireball, that’s when they become high fantasy superheroes instead of hardscrabble spelunkers. This happens in most F20 games at a lowly 5th level – from that point on, expect your players to be big damn heroes. Weirdly, this happens in almost every level-based fantasy game – it stands in D&D, 13th Age, Shadow of the Demon Lord. In other systems, feel free to locate Fireball in the spell list and work out where this level is

At this level or above, even if you’ve got experienced players, I’d recommend allowing them to use average damage for effects that require rolling a lot of dice (especially in 13th Age, where this is every weapon and spell attack) – if a player is going to take some time to add up the result of 6d10+12 it’s going to be boring for the rest of the table, and dull for them, so offer this as an option in advance. At the very least, have plenty of dice so they aren’t trying to roll their own single d10 six times. If you want more swing, just let players flip a coin for max/min damage – I’ve used this effectively in a 5th level 13th Age one-shot.

Fate / PBTA

In these games, generally the pregen they start with is fine. The one adjustment I like to make in PBTA games is give everyone two or three XP ticks, just so it’s very likely they’ll get an advance in the first couple of hours of play – giving them a chance to see their character grow during the game.

For Fate, the equivalent I’d recommend is leaving one or two aspects blank, and even (if Fate Core) a few mid-range skills. Players can fill these in before, or during, the game to allow a bit of input into their character. It’s possible to run Fate Core doing character generation entirely in-game, based on just a high concept aspect, but this is a bit of a risk unless you know your players will be up for this and won’t spend ages paralysed by decisions.

I’ve written in more detail about Forged in the Dark games like Blades here, but in general I’d resist boosting any of their starting abilities, tempting though it may be. It’s more enjoyable for PCs to fumble through a heist or job, as failure will drive more problems their way, than to have them patch everything up with some die rolls – this also makes them spend stress and have something to do in the Downtime phase. A similar approach works for Mouse Guard – don’t be afraid to force some of the Guardmice to roll skills they might not have – this forces them to tap Nature and risk it dropping, and work together even more. In these teamwork-driven games, niche protection is vital, so you need to be careful to not make the PCs able to succeed individually.

Cypher

Cypher (the system behind Numenera and The Strange, amongst other excellent setting books) is a really rules-light system that focuses a bit more on resource management than the rest of the ones discussed here – and boils most things down to a single d20 roll.

For Cypher, I’d recommend Tier 2 characters as a minimum, and I wouldn’t be afraid of Tier 3 or 4. As Cypher PCs advance, they don’t particularly get much more powerful – they just gain additional options to use. At Tier 1, their options are generally pretty limited – it’s only at higher tiers that the really cool Foci abilties kick in, and while the PCs get more badass, they don’t become anywhere near invincible. This is great in a campaign where they can watch their options grow, but in a one-shot they might as well have these options earlier. I’d also recommend using my hack for experience in Cypher games in one-shots, to avoid the spend-or-hoard XP mechanics.

Balancing Opposition

This is a big generalisation across the systems, but I prefer to beef up opposition beyond what it says in the book for low-level PCs, and taper this off as they get higher level. At low levels, you need challenges to be genuine challenges, and resource-depletion fights that are the bread-and-butter combat encounters of longer-term F20 games are generally unsatisfying. Mix it up, too – as here, it’s an idea to start off with a really underpowered fight as a training level for the players, but do what you can to make the difficulty ramp up through the one-shot to the climax.

If you’ve every played D&D or Pathfinder in a campaign, you’ll have realised that by 3rd level – if the group has stayed pretty consistent – your party has usually evolved into an efficient combat unit because you have some awareness of what other PCs abilities do. As you play through encounters, you become adept at knowing when to rage, when to hang back, how many heals your cleric has left, that sort of thing. In a one-shot, this knowledge is unlikely to develop in 3 hours, and it can make a massive difference to a party’s effectiveness.

So be prepared to tone it down and have some flexibility with challenges – this can include having terrain features that may or may not come into play, reinforcements that might or might not come, or even some killer tactics that might not be used, depending on how ruthless your players are being.

What are your tips for balancing pregens and encounters? Are there any other systems you’d like to see discussed?

This was meant to be the final post of 2019, but it’s ended up creeping out after a rewrite in 2020. So, if you can imagine this came out last year, thank you so much for your continued support and digestion of my words. In the last two years Burn After Running has grown into almost a ‘real blog,’ and as always I love to hear suggestions for what games to cover or review, new kinds of articles, and what you’d like more or less of. Catch me on twitter @milnermaths or comment below.

Day of the Octopus: Unpacking the One-Shot

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Day of the Octopus is the starter adventure included with Marvel Super Heroes basic set, first published in 1984. It’s a straightforward adventure that I remember liking when I first picked up Marvel (considerably later than 1984!), and it still stands up well. It’s got some lessons in it for prepping a one-shot, especially for convention play, and I think it bears a closer look. It’s also available as a download on the Classic Marvel Forever website, if you want to give it a closer look.

Specifically, it does a few things well

  • it demonstrates the expectations and structure of play
  • it’s designed to teach the rules as it goes
  • it gives a solid approximation to a dramatic arc

There’s a few things it does… less well, I guess

  • it’s almost entirely linear. There’s one branching point, but that’s only if the PCs get captured
  • it’s dramatic scenes all resolve around combat – even one where combat really isn’t the actual resolution still looks very combat-y to the players

Overview

It’s designed with specific heroes in mind – Spider-Man, The Thing, and Captains Marvel and America. In the first scene (or Chapter as they’re called in the adventure) this is important, as they start interacting with their day-to-day lives – Peter Parker is with Aunt May, The Thing is sulking in the park, Captain America is with his “gal.” It also demonstrates the classic superhero team structure in RPGs – that although the heroes are normally arranged into specific teams in the comics, in the game they can form a team of whatever heroes the players want to play.

It’s a 1984 adventure, so there’s boxed text – but it’s pretty decent boxed text though – no need to describe dungeon rooms makes it flow easily. Each chapter also starts with a short comic strip, where we see the start of the action, which is a nice touch – I particularly like the investigative scene where The Thing is a deerstalker, especially because it makes him look a bit like Bungle from Rainbow.

It’s designed to be used with the maps supplied – this book came in a boxed set, of course, and there’s a fair amount of tactical faffing about where to place various PCs and their opponents that was probably a lot more important back in the day than it is now. Maps for superhero games leave me cold – especially when there’s two characters that have fairly limited movement alongside two with massively fast movement – can’t Captain Marvel travel at the speed of light? Why does she need a map?

Structure

Overall, the plot looks like this:

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In Chapter 1, the PCs start separately, while still on the same map, and face one or two Thugs (normal humans) each. These are trivially easy fights, and this chapter shows up as a nice little training mission. In my one-shots I often have an easy fight as the first scene, and this approach (having a really, really easy fight)is something that I’d like to try. I’d expect both encounters to only take a round or so, so it’s a good stakes-free way to teach the basic rules.

No sooner are the thugs dealt with, Chapter 2 starts, where some actual supervillains (one per hero – another superhero RPG trope – and somewhat randomly assembled) appear and try to steal the same tech. It’s expected that they’ll be thwarted, and a Dr Octopus arm will get the tech anyway, but this is the first real fight of the adventure. It has detailed notes for how the villains will fight, which is a thing we don’t often see enough of these days I think – even if Radioactive Man’s first action is to blow a hole underneath The Thing so that he has to spend three turns climbing out, which feels a little bit mean on that player.

CSI: Marvel Super Heroes

In Chapter 3, they do some investigating, which is snappy and has multiple routes and ways of finding their way to Dr Ock’s hideout. There’s three places they can go to pick up clues – the site of the battle, the rental company they got the truck from, and a dive bar on the waterfront. It’s expected they’ll go through these places in order – if I was running this I’d add multiple clues to each location so they didn’t have to go to all three (or could split up), but it’s still presented as a pretty pacy segment, and isn’t reliant on dice rolls to move the plot forwards.

Chapter 4 is the hideout itself, where they fight Dr Octopus, any remaining supervillains from the previous battle, and several environmental effects. This is definitely mean to potentially be a tough one, as Chapter 5 is what happens if they lose, and begins with each hero being captured individually and them needing to escape.

Chapter 6 is the final scene, when they try to stop a gigantic Octobot as it rampages through New York. This fight is almost unwinnable, but it’s also much more of a problem solving challenge – the robot isn’t something they can take on directly, so they need to try and disable it using trickery. In game terms, this is almost a skill challenge compare to the fights beforehand – which is also a nice way to mix it up.

Unpacking the Plot

So, the structure looks roughly like the diagram above. We have 4 core scenes – a training level, a normal challenge scene, and two hard challenge scenes, with two of those being fights and one being more of a skill challenge. There’s a few different ways to move between what is basically a linear plot structure, and there’s a safety net in case they don’t get any further.

The safety net is a bit weak though – it’s Thor – who can either swoop in and save the day in a fight, or just tell them clues if they miss them. I don’t think there’s anything wrong with this kind of contingency plan in a one-shot, but I prefer some immediate, tangible consequences to a failed scene – maybe Thor does offer the details of Dr Octopus’ hideout, but that means they have time to prepare themselves and the next fight will be tougher, or the robot starts rampaging sooner.

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For me, I like to have the final climax be a big, challenging battle (this also removes the need for a “contingency Thor” for that scene) and make the skill challenge be the middle scene. For skill challenge, it could be something different to an actual fight, but I think it needs to be an extended task that is supported by the system – in Fate this could be a Contest or a Cliffhanger (from Masters of Umdaar), it could be a Chase scene in Savage Worlds or Call of Cthulhu, a starship combat in a sci fi game, or a social conflict in a system which supports this. In all cases, it’s worth hanging some proper stakes on the scene, so it has tangible consequences to the folowing scenes.

I really like the first scene of this adventure – by introducing the players individually, and giving them a small interaction with the rules, they set up a low-stakes way of teaching both roleplaying and the basics of the rules. I’ve done this with individual skill checks before now, but not with really weak opponents, and I’d like to try it out with that – either with the heroes as individuals or with them together teaming up against a small obstacle.

I’ll definitely be re-skinning this structure and trying out some of the ideas here, and I’ll post on here and twitter about how it goes. I’m going to pull out some other ‘classic’ one-shots and do a similar unpacking of them – what should I look at next?

D&D One-Shots, Part 4: More Tips

I’ve spent the best part of the summer running D&D5e for (relative) newcomers to the hobby. I’m at the point where I’m probably going to take a breather and look to my shelves for some other games to prep one-shots of now, but I’ve learned a few more things that are worth sharing since the first post that started it all. So, here goes:

Maps Are Good, Even Without Minis

A map – even one sketched with a Sharpie on plain paper – is really useful if you’ve got a set-piece combat scene. I’ve talked before about how I’m not a huge fan of minis and grids – and in this context it makes the game a little bit more complex – but a map is really useful. Next time I run, I’ll try and find some evocative art as well – even just pictures of a monster or scene – to help players get into the moment.

This is what a table for 12 D&D players looks like

Ambitious Stuff Works!

Over the summer, I ran a D&D Activity Group with another GM on a residential week. We had 12 players in two groups of 6, playing for 1hr 15min a day for the week. We thought up linked plots for our groups – one was escorting a pair of children who would turn out to be werewolves, one was hunting a beast from the town who turned out to be an escaped werewolf. We had four sessions as separate groups, and managed to drag them together so the final two sessions could be a huge 12-player group as they joined forces to face the source of both of their problems.

We had a real range of experiences in the game – a couple of experienced players (more on them later), some who had played a few times before, and some completely new to the hobby. Now, I’m not going to run for 12 players again very soon – but the session where they linked up and shared their stories was -amazing-. It’s the kind of ambitious cross-campaign shenanigans that I’m usually wary of, but thanks to my amazing co-GM we managed to pull it off. So don’t shy away from doing the epic. It works.

Bring Dice, In Sets

For my games, I’ve brought a big pile of dice and got my players to pick out their own d20 and any other dice they might need. This is not the best way, I learned from my co-GM in the werewolf game. The best way is to have a set of dice for each player. They have their own dice, can move them around and put them on their character sheet, and have ownership of them for the game. A player’s relationship with their dice is a key part of the game, and by having their own they get to try this.

Use Your Expertise

If you’re lucky enough to have a few players with some experience in your group, use them! Conventional wisdom might say to encourage them to play the more complex classes – the wizard or the sorcerer – but I’d say that it works better having the player next to them playing those, and them helping them out. They need to have a players handbook – they can look up spells, if you don’t have spell cards, and even conditions – I’m a big fan of saying, eg “OK, you’re weakened – Scott, what does that mean in-game?” and letting them manage it.

Use The Good Stuff Out There

I’ve mentioned Spell Cards, but having the Monster Cards lets you avoid juggling a monster manual and you can show them the art on the back. I have run Goblin Gully a few times (with my adapted notes here), but I also found Troll Trouble by Gary Whicker to be an excellent first level adventure – a good mixture of dungeoneering, role-play, and interesting action scenes. It’s a long time since I’ve run it, but The Goblins and The Pie Shop is a fun little one-shot too that I posted up on here. Come to think of it, it still sees a lot of traffic, so I’m planning to put some more 1st-level one-shots on here as I write them. But for now, I need a break from D&D – you can have too much of a good thing after all.

D&D One-Shots, Part 2: Absolute Beginners

Here I talked about why we should be running D&D one-shots; I shared some pregens here (there will be more of them later); and I talked about the start of sessions here. In this post I’m going to offer some tips from experience for running for a table that are entirely new to tabletop RPGs. Some of this advice will be D&D focused, but a lot of it goes for any system where you have a lot of players who are new to the hobby.

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Best advice for running D&D for new players

Bring All The Stuff, Make Friends

You will need dice for everyone. You will need pencils for everyone. You will need an index card for each player to make a name tent (with their character and ‘real’ name on, if the group doesn’t know one another). Do introductions. Be nice to people. Be aware that if this is a new group, weird social dynamics can emerge, and you share some responsibility for making sure that people don’t dominate or shy away.

1st Level is Fine

With more experienced players, or in a convention slot, I’d probably want to start at least at 2nd level, to give players a range of options. With new players, I take advantage of D&D’s training levels and stick to level 1. Why?

  • there’s an obvious action each round so they don’t have to worry about ‘doing the right thing’
  • the mental arithmetic is easier with fewer hit points and options
  • there are less ‘rules exceptions’ – rules that change other rules, that are really confusing if you’ve not used the actual rules before

Keep it As Simple As You Can

The pregen sheets I used (in the same format as the 2nd level characters here) are here. From the feedback of my six new players, they were easily complex enough – in fact they couldn’t believe that the actual character sheets were more complicated than this, until I showed them the one in the back of the Player’s Handbook.

I had spell cards for the sorcerer in the game, and I’d recommend having them ready, and introducing that PC as the most challenging. In my game I nudged the sorcerer towards the one player who had his own set of dice – that seemed to indicate he’d be down for a bit more processing, even though he hadn’t played before.

Teach Core Concepts First

After a quick tour of the character sheets, I’d recommend teaching the core concept of D&D. The core concept, in case you are wondering, isn’t “roll 1d20 and add a bonus,” the core concept is this:

Say what your character does, and we’ll work out what happens from there.

The reference point I used was videogame RPGs, as that was one point of reference they were all familiar with. Saying it’s like you have dialogue options, except you can say whatever you want, and I’ll say what the NPC says, helped, as did referring to combat as being turn-based like Final Fantasy.

Model What To Do

So, as I talked about here and here, I like to do a bit of an introduction for a one-shot to bind the PCs together. This felt a bit like throwing them in at the deep end, so I just asked for a brief description of what their character looked like and acted.

I modelled this first myself by describing the merchants who had hired them – the confident, worldly wife and her feckless moustached husband who didn’t understand why they needed to hire adventurers for support as he could deal with any bandits himself. They then went round and, following my lead, described their PCs in a similar amount of detail. I did some interjecting, like “I’m thinking you’re a pretty wide-eyed and innocent…” and giving positive feedback while they did this.

This was absolutely crucial to the action that followed. When their cart was inevitably attacked by some bandits, one of the fighter’s first actions was of course to check on the female merchant in the cart that she was OK – while the sneaky sorcerer hid under the cart and hoped he wasn’t noticed until it was obvious he had been.

Get the Action / Roleplay Balance Right

I think this varies for each game, but for D&D I was certain I was going to use a proper dungeon – so I started with Dyson Logos’ excellent Goblin Gully, and added an inciting event (the aforementioned bandit attack, and then some investigation in town) before they ventured to the dungeon. Prioritising the roleplay and being your character meant that, even in combat, everyone was describing their awesome (or not so awesome) moves. I’ll be sharing my notes on how exactly I did this, and my D&D5 conversion for it, in a later post.

Minis: You Do You

I didn’t use minis, because they aren’t me. I never really use them – even when I played in a mini-campaign of Pathfinder, we managed to muddle through (I’m not a fan of the term “Theatre of the Mind,” either, as it just sounds pretentious).

But if you’re a GM who uses minis, by all means crack them out – props are good, and they provide a good focus for the play. I would definitely have had less swashbuckling derring-do from my PCs with a map, but that’s just my tastes I think.

Enjoy it!

Running D&D for six complete newcomers is one of my most exhilarating experiences at the table this year. I can’t recommend it enough – not just for bringing new people into the hobby, but for the enjoyment yourself of seeing them grow in confidence through the game. And, despite what I’m saying in a lot of these D&D posts, after a few games of D&D it might be time to talk to them about other games – and see if they want to give, say, Star Wars a try.

Have you run games for complete beginners? How did it go? In future posts I’ll expand on how I opened out Goblin Gully, and give my own approach to balancing encounters and timings for D&D5.

D&D5e One-Shots, Part 1: Getting Started

Previously, I told everyone they should be running D&D5e one-shots. Here, I shared some of my techniques for pregens, as well as some actual pregens. In the next few posts, I’m going to actually talk about what techniques and tricks I use to make D&D5e one-shots sing, starting with the start of the session. For this post, I’m assuming that you’re running for players who have played D&D or another tabletop RPG before – my next post will be about players who are completely brand new.

Pregens / Characters

D&D5e is unusual in that, thanks to Adventurer’s League, often players will expect to be able to bring their own characters to the table. Also, if they have D&D Beyond, they can probably whip up a character in 10 minutes to your spec. I try to embrace this as much as I can – if I advertise a game, I’ll be clear that although I’ll bring pregens, if they’ve got (standard array) characters at the right level, I’m happy to have them instead. They do have to meet that spec though – no “I randomly rolled these stats,” or “My sorcerer is 4th level instead of 2nd, is that still ok?” – again, with the app it’s really easy to make those adjustments, so they should be at least initially balanced to the other PCs.

I usually turn up with a selection of my own pregens, a few extras from the excellent FastCharacter website, and let them pick. Running D&D, of course, that you might well have players who really know the system – so if they want to adapt or change stuff from a pregen, they can usually just go ahead and do it.

Forming a Party

This does mean that you can often have a fairly disparate band of PCs at the start of the session. I’m blogged here about using charged questions to help bring groups together, but I’ve recently started using Backstory Cards, and these have worked really well to not only tie a group together but also tie them to the setting.

With Backstory Cards, you have a few lists of individuals, groups, and locations, and then ask questions of the players to establish some shared history. With a set of cards, they can be drawn at random by the players, but I just pick some interesting questions from the cards and my lists, and manage it so that everyone gets some screen time.

Example questions might include:

  • Pools, you and Fuuwde did something in Hightower that at least one of you regrets, or is ashamed of. What lengths will you go to hide it?
  • Van Erp, your allegiances aren’t clear when it comes to the Dock Rats thieves’ guild. How did Jansora find out? What don’t they know?

As you can see the questions are pretty multi-levelled – I’m not too bothered if we don’t get right to the bottom of the question – just spitballing a heist in Hightower that went wrong will be enough to bond the players together. I use a mixture of groups, individuals and places from the one-shot itself, and peripheral to it – so, although the city watch might not specifically be mentioned in the scenario, they are around, and having some history with them means they can be on stage during scenes as much as the players (and I) want.

I do this straight after an introduction – so the start of the session looks like this:

  • players go round the table and introduce their PC’s name, race, class, and anything obvious they have set in their mind about them
  • we do the backstory cards – making sure that each PC gets some screen time. I’ll use this to drip-feed anything important about the setting, too, as they do this – sometimes I’ll amend my prep notes as well if something particularly juicy comes out
  • players introduce their PCs properly. I get them to do this like an opening montage in a cheesy TV series, like Robin of Sherwood or Quantum Leap – we see each PC in the middle of an action scene from a previous (or future) adventure, doing something that defines them in some way

This all of course takes a bit of time, but it’s well spent. At the end of this process (which I normally budget about 30 minutes for, longer if players faff around with their characters) you should have an adventuring party, rather than a collection of individuals. I’ve lost count of how many one-shots (and D&D is over-represented here) where half an hour in I still didn’t know the character names of my fellow PCs.

So that’s my approach for the start of the session. In my next post, I’ll talk about running D&D one-shots for players that are completely brand new to Tabletop RPGs, which simplifies some of these ideas a bit.

D&D One Shots: Pregens

After my last post on the why of running D&D one-shots, I’m now going to start on the how. My next post will be about prep and play at the table, but I’m going to focus on one aspect of prep today: the pregens. I’ve blogged before about making successful pregens for a one-shot, but this is just about my D&D approach.

I don’t like the D&D character sheet for one-shots. It’s not alone; I don’t like many ‘offical’ character sheets for one-shot play. They aren’t really designed for the same function – they are worksheets for long-term play that can account for hours of character development, equipment gain and loss, and notes. There’s just too much on them.

So, after some requests from followers, I’m going to share my 2nd level D&D pregens for a one-shot that I ran recently. I’ve tried to make them as straightforward and easy-to-use as possible. I have a bit of a tin eye for design (GCSE Grade D – I blame the teacher) but I hope I’ve made them as clean and consistent as I can. There’s a few things that bear explaining

LAI of the sea hagSkills & Spells

Now that there are Spell Cards for D&D, I don’t as a rule select spells for my pregens – the player can just pick out the cards they want to use, or use their PHB if they’ve got it. You’ll see on these that there’s everything ready except the spells. I’m also pretty flexible in play if players want to swap out spells that they know – if they haven’t cast it yet, they’ve not committed.

Skill bonuses are only on if they are different from the default stat bonus. This does mean that, as GM, you need to remember that Wisdom is the base stat for Perception, but it makes the sheets much cleaner.

I haven’t put Passive Perception on the sheets. I’m not a fan. I’d rather the players rolled Perception against an opponent’s Passive Stealth – dice rolls are better for the players.

Gender, Weapons, Equipment

I used to try and have a mix of genders for my pregens. I’ve moved on. My pregens now can be whatever gender their player wants them to be. I try and pick names that are suitably flexible – and, obviously, the names are optional too.

The weapons can similarly be swapped out by the players if they want to – and I usually go with letting them have whatever they want for the same stats. Want to have a broadsword instead of the axe? Yeah, whatever, just use the same stats. Change the damage type if you must – but, again, it often doesn’t make that much difference.

I don’t give my pregens equipment. They have what they can be reasonably expected to have. If something sounds dubious, or a stretch, they can always make a check for a loosely relevant skill to see if they remembered it. I do this in every game where equipment isn’t really a feature of play.

Personality, Ideals, Bonds, Flaws

I don’t use these for one-shots. Instead, I do a shared party set-up similar to the one I talked about here to give them a shared history as a group and some emergent backstory – more on that in my next post. I just find that they run a little deep for what will come out in a one-shot – it’s better to give the PCs links to things and events they will actually encounter, whether that be their fellow PCs or important parts of the adventure.

2nd Level Pregens

These are my 2nd level pregens, which I used to run Maryska Connolly’s excellent Lai of the Sea Hag from Uncaged Vol. 1. Some of them use races from Volo’s, just because I realised I’d not used it yet, but there should be enough information on the sheets to use them without.

Tiefling Rogue

Bugbear Barbarian

Human Fighter

Tabaxi Bard

Tiefling Rogue

Dwarf Paladin

Dragonborn Wizard

More to Come…

Next post, I’ll talk about some techniques for running D&D one-shots, including how to deal with players bringing their own PCs, and balancing combat (hint: ignore 50% of what it says in the DMG).

Why Aren’t You Running D&D One Shots?

Periodically, a discussion starts online like this –

“I have a friend / colleague / partner / child who wants to try D&D. What should I run for them that’s a good introduction to the hobby?”

…and the discussion then proceeds with lots of helpful advice about what system to use, people suggesting their favourites – D100 because the probabilities are easy, Fate because the narrative aspects are easy to grab, Fighting Fantasy because they’ll know the system from the books, that sort of thing.

And they’re all wrong.

If somebody wants to play D&D, you should run D&D for them. It’s not complex, and is (finally – in its current edition) a really intuitive, straightforward, balanced system. As a wider hobby, those of us who run non-D&D games need to get over ourselves that D&D can’t be as good as our favourite game just because it’s popular, and maybe consider that actually that popularity might be in fact because it’s really quite good.

For the first time in the history of the hobby, it’s staggeringly easy to ‘get into’ D&D – Critical Role and similar AP series have made people realise how much fun it can be, and it gets generally sympathetic media coverage. So, we should just accept that D&D is a good entry point to the hobby – yes, of course, there are other games, but D&D is one of those games.

But everybody else runs D&D!

Unless your local area has a flourishing, and welcoming, D&D Adventurers League, I’d counter this that there aren’t all that many people running D&D One-Shots. There are lots of D&D Campaigns going on, but even a quick review of Adventurer’s League shows that the vast majority of adventures featured are designed to be slotted into an ongoing campaign. As previously discussed, the one-shot format (and ideally the short-one-shot format) is an easier way for newcomers to access the hobby.

But I don’t like D&D!

Don’t you? How much D&D5e have you played, or run? I know people who aren’t keen on the fantasy genre, which is fair enough, but a lot of people who claim to not like D&D tend to hold this view from previous editions. I mean, certainly, don’t run the game if you don’t like it, but be open about that, and tell your potential hobbyist that your reluctance to run D&D is because of your own tastes, and not that…

But D&D Is Rubbish! It’s not as good / realistic / fun as Runequest / Fate / Dungeon World!

Look, D&D doesn’t do all genres well. But it does do D&D Fantasy very well – as you might expect. It emulates its own genre perfectly, if you like. Sure, see previous answer, but if you have somebody who is keen to engage with the hobby, telling them that the one thing they are interested in isn’t as good as another game with lower exposure isn’t going to draw them into the hobby. Run D&D first. Then you can tell them about Runequest, if they’re into ducks.

D&D Is Too Complicated!

character sheet comparison

It’s not. One of the great design aspects in D&D5e is that the first two levels are training levels for each of the classes. First level D&D is really easy to play, 2nd level adds in one or two more options, and it’s not until 3rd that PCs really start to get some complexity and depth. Even then, it’s a nice balance where system mastery is much less important than in many other games, so it’s much more forgiving for the new player to pick up.

I do think that a lot of D&D Character Sheets look too complicated – I’ve been working on my own designs that look like the picture here (I copied them off (I think) someone from Critical Role who posted a photo of their sheets for a one-shot) – and will be posting more on this site over the next few weeks.

So Run Some D&D

So, if I can implore you, rather than complain about everyone wanting to play D&D and how they aren’t interested in your favourite system, just run some D&D. In my next post, I’ll cover some ways to make it work – because of the exposure and expected play styles, D&D one shots are a little bit different to other games.

And don’t look down your noses at D&D – it’s not becoming for the hobby for us to throw our game vs. game wars at newcomers, and as well D&D5e is really really good. I’m spending some time over the summer making sure I always have some D&D ready to run – in part because I have a few friends who are interested, and I want their first D&D experience – and their first TTRPG experience – to be awesome.