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View Full Version : DM Help Help running a one off.



PaucaTerrorem
2016-01-13, 12:51 AM
So my roommate and his girlfriend owe me one (I played pictionary) and the sweetheart that she is agreed to try D&D. Mostly because they know my love of it and that I haven't had a chance to play in a while. Problem is, I don't know anyone with DM experience.

What I'm asking for is advice on how/what to run for a one off. She mentioned that she wants to create her own character and he said he'd be more into a combat focused game. I have little to no experience running a game.

Keeping it core only unless they seem to grasp the system quickly in character generation and want to expand.

Any help would be mucho appreciated.

John Longarrow
2016-01-13, 01:47 AM
I'd wait to figure out what to run until after she builds her character and you get an idea what she wants to get out of the game.

If they are both into hack and slash, whip up a quick low level dungeon crawl / grab an easy lvl 1 one. If she wants more social interaction/investigation/more plot driven events, cater to her style.

For your roommate, what type(s) of games is he normally into? What he likes to play will give you a good idea how tactical he is and how you should set up the combat. Someone who's really into GTA is going to want to curb stomp goblins. Someone into Fallout is probably going to want a more strategic concept and will accept harder monsters.

I'd also start them out at 3rd just to give them some wiggle room.

PaucaTerrorem
2016-01-13, 02:09 AM
Neither are gamers. They're doing this just because I said "you owe me for playing pictionary". Showing them D&D was her idea to pay the debt.

Was thinking a dungeon crawl would work. Wasn't sure if I should go lvl1 or a little higher for survivability. I know I should tone down my system mastery, but are goblins/kobolds/NPC levels enough to go off of?

Or go urban? In a town, slight use of social skills, kill the thieves guild type of thing.

I haven't played a game that low in a while, forget what is an actual threat and what's a cakewalk.

Also, should I have a BBEG or not? And because it's only 2 people, should I have a DMPC? If I do it will most likely be a healbot or bard type.

John Longarrow
2016-01-13, 03:55 AM
Two players, first time.... I'd suggest making up six or seven 3rd level characters, describe each (game mechanics and background) and ask if they like any of them.

For the actual adventure, I'd do an old stand by. Bar fight. Start it out with the two of them knowing each other and have something pop up where they can enjoy the humor of the situation. 1/2 Orc hitting on the pretty human... Both guys. :D Kinda stress the point if they think about doing anything lethal though. After the fight, they get approached by the 'damsel in distress' who's looking for some help recover item/rescuing kidnapped boyfriend/clearing out some bandits/dealing with goblins. What ever. Just make sure its an encounter that they can either fight through or RP through.

For your roommate, I'd sit down and run him through a small dungeon (3/4 lvl 1 encounters for his lvl 3 guy) before his GF comes over. Let him know you just want to make sure he understands how the combat rules work. Hopefully that will get the killing out of his system before she joins in so she can have a special first time.

One of the best things about a table top game VS computer games is its isn't scripted. You can do what ever you want. Just be prepared for them to go totally off the rails. Especially since its for beginners I'd also do all rolling in the open and let the dice direct some of the game. I've seen the party casinova wind up unable to hook up with a skid row tavern whore because his dice simply HATED the idea of his character EVER getting together with someone. Also seen a monster (literal, 1/2 minotaur orc combo) become all the kids best friend because the dice decided he's 'cuddly'. With an emphasis on how strange and funny the game can get, you may wind up with a pair of players.

Red Fel
2016-01-13, 10:06 AM
One of the best things about a table top game VS computer games is its isn't scripted. You can do what ever you want. Just be prepared for them to go totally off the rails. Especially since its for beginners I'd also do all rolling in the open and let the dice direct some of the game. I've seen the party casinova wind up unable to hook up with a skid row tavern whore because his dice simply HATED the idea of his character EVER getting together with someone. Also seen a monster (literal, 1/2 minotaur orc combo) become all the kids best friend because the dice decided he's 'cuddly'. With an emphasis on how strange and funny the game can get, you may wind up with a pair of players.

I'd take this a step further. Don't just be prepared to go off the rails. Embrace it.

One of the most enjoyable things about a one-shot is that there are absolutely no expectations. There's no campaign, no overarching story, no epic anything. It's just an adventure and a way to spend the evening. So things can go completely mad with no consequence.

The best thing you can do, therefore, is train yourself to start every response to a question with "Yes."

Can my character go to a tavern? Yes. Here's what you find there... Can my character go find a sword merchant? Yes. You find a sword merch- Can my character rob the merchant? Yes, but the town guard is nearby, do you really want to?

And so forth. If you play a straight game with them, they may simply consider the debt repaid, and not bother with another. But if you give them a chance to have fun, as they define the word, as Longarrow says, you may wind up with a pair of players. Have your dungeon adventure prepared, but don't be surprised if they spend the entire session creating a fake church to a made-up deity for the sole purpose of collecting tax-free beer money.

John Longarrow
2016-01-13, 11:01 AM
Thank you, but Banjo really IS my personal savior! Nothing made up about him! Course I'm with the reform sect, gotsta keep the Banjo current!

OK, insomnia is getting the better of me. Sense of humor is really acting up.

Flickerdart
2016-01-13, 11:54 AM
The best thing you can do, therefore, is train yourself to start every response to a question with "Yes."

Saying "yes" isn't enough - you have to be prepared to follow up. While a DM can't be prepared for every occasion, there's also no need to improvise everything. Here are some thoughts on what you need:

NPCs
All NPCs should have names. I recommend making sure the names are from the same culture, just so it's consistent. This list of German names (http://www.behindthename.com/names/usage/german) should work - just fantasy enough to not look like you're trying too hard. Jot down ~10 male and female names.

Beyond names, there are really three kinds of NPC whose stats are interchangeable. This assumes the PCs are 3rd level.

Chump is a 1st level commoner with +0 to everything. He can answer common knowledge questions about the village or subsistence agriculture, but knows nothing of the world beyond. Should the PCs attempt to rob Chump, he carries 1d6 copper pieces. Should they try to kill him, he has 2 hp and uses a club to defend himself. Chumps should make up the vast majority of the village.

Clerk is your merchant, innkeeper, herbalist, blacksmith, or anyone else with a trade - of which there are not very many. While every Clerk will have a different specialty (Craft or Profession skill) he will never roll a check on screen and so it doesn't matter. However, the PCs are not the first people Clerk has had try and bamboozle him. Thus, Clerk needs to have decent ranks in Appraise, Diplomacy, Bluff, Sense Motive, Spot, and Listen. Clerk should use the nonelite array, so the actual bonuses might vary, but something to the order of +6 for all of these is a decent number to aim for. He should have 2d10 gold pieces on hand, but more in his till (if the PCs manage to break the DC 20 simple lock). In a fight, Clerk defends himself with a dagger but more importantly summons the aid of Constable.

Constable is the strong arm of the law, and probably also the local mayor, magistrate, or whatever. He is a 3rd level aristocrat with the Elite Array and he won't let you forget it. His chainmail, heavy wooden shield, and masterwork spear are meant to scare the PCs into behaving as much as any combat use. Why aristocrat? The skill list means that he can have good Spot and Listen to see the PCs being up to no good. Constable should get around by horse, but the horse should not be a combat-trained mount, so Constable dismounts to fight. In addition to Constable's gear, the PCs can lift 1d8 silvers from him, as well as a key to his manor or guardhouse where more loot can be found.


Locales
It's very easy to whip up a flat, featureless plain. But D&D really works best when you use interesting terrain. Prepare the following maps, and if you have to reuse one, just rotate it 90 or 180 degrees. For bonus points, prepare a template made out of black card stock with a rectangular hole in the middle that you can plop over the map, instantly turning it into a building interior.

A right mess should contain a mix of difficult terrain and impassable terrain. Think a forest, with thick trees and heavy undergrowth. Or a tavern brawl, with scattered pottery, unconscious patrons, and broken furniture in addition to support columns. A flat piece of something the PCs can hop on to - either a log, or a table!

A modest dwelling will cover 99% of all your building needs. Think 20 by 20 foot house - a few beds, a stove for heat and cooking, a pantry, a multi-purpose table in the middle. These dwellings will contain 1d2 Chumps and 1d4 Small and Tiny sized children. With a partition down the middle, this can also be used for a jail cell.

A narrow pass can serve as either a town street or a road through the wilderness. Steep walls (10 - 15 ft tall) rise on each side of a relatively flat, long central area. There are occasionally narrow 5ft spaces in these walls, allowing the PCs or adversaries to hide in or move through. Attacks can also come from enemies standing atop these walls (on roofs, up trees, or on top of a canyon). Add some obstacles (fluffed as barrels, rocks, firewood stacks, fallen logs, whatever) and you're golden.

I can think of very few town or near-town-related scenarios a DM would need to improvise that won't be covered by some mix of Chumps, Clerks, and Constables in one of the above locations, and the appropriate fluffing. Of course, these are meant to be a supplement for real NPCs, monsters, maps, and encounters, only to be used when the PCs go off the rails. If the party decides to rob a merchant or make friends with a minotaur, send in the guards!

John Longarrow
2016-01-13, 01:34 PM
Cudo's on the NPCs! I do about the same, but I normally just keep a note of what they can do (if that) or roll it off the cuff.

Something that also works really good is if you can get a street map for a small town in Europe. I'd use google maps to bring up Volkach Germany. I was there a very loooong time ago. Use just the town center and you'll have a couple dozen building all close together. Gives for nice little town.

Kol Korran
2016-01-13, 02:04 PM
Though I agree you should embrace going off the rails, one shots also need a bit of focus, or else the party is likely to spread out about lots of things, but may not get a conclusion, and though it isn't always needed, a sense of conclusion/ closure is important for one shots. So, it means the antagonist/ plot needs to get to the party, rather than the party getting to it.
Here's an idea that I think counsel be great fun:
A carnival! Tell the players their characters are coming to a big carnival to in the celebration of... something (could be religious holiday, an historical event, a special super natural accordance, or such. Make it integrating, possibly funny). Tell them a bit about the carnival, a few days/ a weeleven before the game, and ask them to come up with reasons why their characters visit the event. Incorporate theither story into the happenings.
When the game start, let them have some fun in the carnival, and also learn some basic rules (arm wrestle a strong man-made ability checks, hit the target and sink the goblin- attack roles. Drinking contest - fort checks and the like). The main thing here is to focus on the exact rules less, but have fun getting a feel of roleplay, interactions, Choices, and trying out stuff. If they want to do wilderness things say "Yes" as already mentioned.
At some point being in the trouble the carnival area gets surrounded by sudden mist, strange illusions, and possibly monsters / hirelings. A made (Illusionist or such) hijacks the carnival, and terrorizes it for their own reason (unrequited love? Revenge? Experiment gone wrong?) The place changes, and the party needs to investigate, deal with opposition and so on. Make sure you have a situation, volition not a direct solution, and let the duo find their own- fight their way through, trick their way, solve a mystery, talk things out, father allies amongst the carnival folk, and more.
It's important to put some fnlantastic elementary here - magic, strange beasts/ creatures, and so on.
You steadily use single Mao of the carnival. Make sure to incorporate the reasons the PC's got there into the story. Make it personal, but with twists!

Good luck!

Flickerdart
2016-01-13, 02:13 PM
Cudo's on the NPCs! I do about the same, but I normally just keep a note of what they can do (if that) or roll it off the cuff.
Oh, sure - the generic NPC concepts are just aids to improvising. So when your PCs demand to find a tanner to find out once and for all how many ways there are to skin a cat, you can just jot down "Steve - p:tanner +10 k:nature +10" because those are obvious skills the tanner needs for the task. But if he crops up again, or the situation changes, you don't need to figure out how much HP a tanner ought to have, because it's standardized.

Outside of a one-shot's scope, it also helps the PCs feel like they are growing. The threats they face are custom-made each time and appropriate challenges, but every time they deign to deal with a farmer or blacksmith, they can see how far they've come.


Something that also works really good is if you can get a street map for a small town in Europe. I'd use google maps to bring up Volkach Germany. I was there a very loooong time ago. Use just the town center and you'll have a couple dozen building all close together. Gives for nice little town.
Excellent point! You still want a street-level map for combat, but you can track where things are on the big one. Pro tip: you may find it difficult to grab print resolution maps (aim for 150 pixels per inch or higher, 300 is ideal). In order to scale a lower-resolution map up, resize in increments of 10%. This makes it easier for the interpolation software to generate the new pixels and results in a slightly sharper image than if you had just done it in one go.

PaucaTerrorem
2016-01-13, 05:51 PM
Thanks for all the suggestions. Probably gonna go with the traditional barroom setting and just let them decide where it goes. Guess it's time to hone up my impromptu skills!