[RPG] Role playing/plot focused one shot sessions

campaign-developmentgm-techniquesone-shotsystem-agnostic

I am faced with a challenge with creating a one shot session for a couple of friends. From experience I can see that it is difficult to indulge players into setting, plot, world, characters in a single session. Even putting this aside, there is a problem of information – with no background experience of the plot and no vision of continuing, it is difficult to compress something good into this tiny timeframe.

The question can be summarized into these two points:

  1. How to prepare a plot for such session, with things like handouts, maps, illustrations, prepared descriptions, where to get good inspiration for it, etc;
  2. How to run such it to make it most enjoyable for players, both veterans and newbies;

To precise: the campaign will only be a single session, plot heavy, battle light with 3-5 players. I don't know in what system we will play, but most likely it will be DnD 3.5, The Riddle of Steel (rules light) or, perhaps, freeplay if that is concern for anybody.

Best Answer

Two pieces of advice:

  • Make every character and place show something specific to the setting.
  • Make one special character or place prominent through the whole session.

Everything is [This World]-ish

You don't have a lot of time, so you want to show what makes the setting interesting and unique. If religious orders are very prominent in the world, have the party stay at a monastic-run house for travellers, rather than an inn. If death magic is significant in the story, toss in an encounter with some walking undead instead of orcs or goblins. If the setting is Roman-themed, have an local clerk for the imperial administration give the party information, rather than a bartender.

The truth is that players tend to ignore dense chunks of information thrown at them. If you give them handouts with paragraphs of text, they probably won't get read.

One Important [This World]-ish Thing

Pick one character or place in the plot of this story. It could be the villain of the plot, or it could be the location the party is spending its time, or it could be an ally or patron of theirs.

Make that One Thing very grounded in the feel of the story. If the players have forgotten everything else that happened in the game session a year from now, they'll still remember the One Thing.

Let's say you're running a game with necromancy and a Central Asian feel. The villain could be some khan's personal soothsayer, a shaman who dances and drums his way around the fire to raise the skeletal remains of fallen warriors. The party meets him when they're first introduced to the khan, and the shaman goes into a trance and pronounces a curse on them. They hear the sound of his drumming in their dreams as they sleep out under the stars. They fight his skeletal warriors who whisper one word over and over again in the shaman's voice. That villain, the game's One Thing, shows up again and again to reinforce the idea of the setting.

Followup

Tell us about the setting/plot/world/characters, if you can, and I'm sure we can come up with some great ideas for how to apply these concepts to your plot.