Regular readers of this blog will know that one of the things I always say is that sessions, and campaigns, should be shorter. On bluesky a few weeks ago, I went further – somebody asked what the biggest issue stopping TTRPGs becoming more popular was (as you’d expect, many answers ironically identified D&D5e as the problem) – and I said the session paradigm. I think shorter one-shots would help – to be able to demo a game in an hour and a half, like a movie. Also, the endless epic campaign (that, realistically, never finishes).
Campaigns should be 4-12 sessions – if you like it, take a rest and come back for another season – but that’s another blog post. Here’s some really good forms of play that you can actually do, and give slightly different gaming experiences.
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 of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!
After talking about three-stage prep before, I thought I’d better give you the finished example. This one-shot for Star Trek Adventures (2nd Edition) is soon to be released on Unconventional GMs, and I rattled it off as a one-shot ready to run.
UPDATE! The Dilithium Dilemma is now out on Unconventional GMs – here to watch in a tight 1hr 40min actual play!
It’s set in the Original Series era, as that’s where my co-host’s tastes lie (and, to be honest – it gives a bit more pulpy action than any of the other eras), and it played through in about an hour and a quarter. Scheduling meant we only had two players, though – a normal group and normal pacing means this should run in a normal 3-4 hour slot no problem.
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 of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!
If I can point to one technique that’s changed my play through 2021, it’s getting regular feedback after sessions using a technique called Stars and Wishes. It’s become part of the end-of-session routines both for campaign play and especially for one-shots, and I can honestly say it’s made for a better experience every time.
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. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!
Great Technique, So-So Name
Yes, it sounds like middle-management speak. Or, to those of us working in education, like “What Went Well / Even Better If” and a million useless feedback strategies used to make teachers feel busy when having no impact. I grabbed it from The Gauntlet, where it used to be called Roses and Thorns – which in some ways sounds even worse. The shift to Stars and Wishes was to make its purpose more explicit, and I can see that.
I should say that the link above shows a few different ways to use it – like everything, there’s more than one way to skin a cat. But here I’ll show how I use it.
What is it?
Stars – At the end of the session, everyone gives some highlights – moments or techniques that they enjoyed. For me, these can be really flexible, but they often include a mixture of
Appreciation for the GMs prep work – if running online, and especially if they’ve taught the system e.g. for a one-shot
Key moments of roleplay from the other players, or ways the plot twisted – this is more common in PBTA / FITD games
Memorable scenes and situations – “I really liked the fight with the Dianoga as we tried to hack the reactor…” / “That skill challenge worked really well” / “I loved the scene between X and Y’s PCs”
Wishes – Everyone also gives some wishes, which can either be things they weren’t too keen on, or things they’d like to see more of. Again, the line between these is often a bit blurry – especially in a one-shot.
Requests for more of some things – “I’d like to see more of the Klingon Captain soon, he feels like he should be recurring.”
Rules that didn’t quite flow or sit right – sometimes even rulings. These are usually raised by the GM about their own rulings!
Structural requests – we had “I’d quite like to fight a bit more,” once in a D&D game
Why it works
Predicated on all of this are some fundamental beliefs I have about how RPGs work – that the GM is as much a player as the rest of the table, and that we all share responsibility for the fun. The GM also does stars and wishes, and their feedback is as equally valid as everyone else’s – it can be as much about player engagement and approaches as their own prep (often, my wishes are about my own prep though – it’s very easy to over-analyse).
If you’re reading this and think you don’t agree with those beliefs, I’ll admit, Stars and Wishes might not be for you. But even if you’re running at a con – I’d ask you to try and get feedback after a session. It’s really difficult sometimes to judge what goes well with players at the table, especially over video chat, and any feedback can certainly help you to improve.
It also provides a good end for a one-shot. Running con games online often leads to a dive in energy at the end – you spend 3 hours in a high-energy game with strangers, and then drop out and back into the real world. At a face to face con, there’s the interstitial bar chat and banter around the venue where you can talk about games and reflect on how it went – but online there isn’t. Stars and Wishes gives you the chance to reflect, and also to thank and engage with your fellow players!
So, have you tried this or similar techniques for feedback? Let me know in the comments!
Last weekend, at Grogmeet, I found myself apologising as my One Ring 2e game started –
I’ve adapted this from the Starter Set adventures… it might be a bit linear…
Many of my one-shots are, I realise. Read prep posts here and you’ll find discussions of scenes, pre-planned for trad games, that often take place in a set order. I think I run a lot of railroads at cons.
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.
So, should I be apologising? Well, no – because first of all, a good railroad knocks the socks off a poor sandbox – it’s easier to pace and easier to prep if you know where the game is going. Also, there are some ways to make your railroad much less railroady, so your players don’t feel they’ve been shoehorned into a plot. Here are my top tips for making linear one-shots better.
An actual railroad track. Don’t use this.
Multiple Resolutions
If you need scenes to happen in a set order, give each scene a flexible way to resolve it. For example, if your investigators have to find out that the Hell’s Angels were hired to threaten your murder victim, consider how the players can
Beat up on them to get their respect
Trick the information out of them
Negotiate with them for the clue
Come up with three ways to resolve the scene, and make each one exciting – but be open at the table to other reasonable requests; the thinking about different ways will make it easier for you to respond to other unexpected ways at the table.
Be flexible about scene transitions (what Robin Laws in Feng Shui 2 calls ‘connective tissue,’ too – have multiple ways to get to the next set piece scene, that can happen in a few ways. A 13th Age montage, or One Ring’s Journey system, are good approaches for this – as they create unpredictability, either from the players or the dice.
Flexible Ordering and “the Swell”
Another way to mix up the railroad and make it feel less linear is, well, to make it less linear. While you might have a clear idea of the start and end of your session, and possibly a key scene in the middle, intersperse this with scenes that can take place in any order.
So the players encounter the bandits raiding the village and fight them (KEY SCENE), learn of an opposing force massive to strike on the village (CONNECTIVE TISSUE), then recruit allies and prepare the village defenses (FLEXIBLE SCENES), then fight off the attack (KEY SCENE).
For the flexible scenes, it can help to think of them as short challenges, and think of a ‘normal approach’ (which might just be a simple skill check or challenge) that will get it done. Combine this approach with the one above – with multiple approaches for each task likely to be successful. Chain this between three key scenes, and you’ve got yourself an epic adventure. The example above was largely the plot of @the_smart_party ‘s Deadlands game I played at Grogmeet, where we foiled an actual railroad – following the mass battle (Savage Worlds, it turns out, has a great abstracted mass battle system) we tracked the real villain into his cult and fought him as a final key scene.
Make Them Pop
The truth is, if your scenes are really entertaining, and transitions between them logical, nobody will care that they are linear. In a campaign, yes, you’ll find this unsatisfying after a couple of sessions, but in a one-shot the strong pull of a linear plot will keep everyone engaged.
Make sure each scene has some genuine stakes though – maybe they make subsequent scenes easier or harder, or feed into the final confrontation. Scenes do still need stakes, and you need to find a way to do this when the scenes that follow are pre-determined. And, whatever you do, don’t start the session sharing a map with one road going one way – a literal railroad out for everyone to see.
This was all I did with One Ring – the starter set has 5 adventures, so I stuck together two of them and tried to stick to the best bits and Spend Hope that the players enjoyed themselves – and I think they did.
What are your views on the railroad? Is anyone going to rush to the defense of the sandbox? Either way, let me know in the comments.