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On definitions Technically, one-shot can mean different things to different people. It doesn't always literally mean a story that can be wrapped up in one session (though that is usually the goal). However, it does always refer to an adventure that is shorter than a full campaign which can vary greatly in length. For the purposes of this answer I will be ...


17

Preface: The most recent resource I played was this digital release on drivethru rpg (2010). I like the game and would play it again. There are some things to know about Tales from the Floating Vagabond (Vagabond, from now on). Vagabond is not a serious game You probably already knew this to some extent, but you need to make sure your players know it. ...


17

Four solid benefits of a one shot One shots and campaigns serve different gaming needs, so I slightly disagree with your question's point (in paragraph 3 and at the end) that they are somehow in opposition to each other. They fulfill different needs for the players at the table, to include the DM. A given gaming group can do both! Four things that a ...


16

No, quite the contrary. The introduction of the Dungeon Master's Guide contains some relevant guidance. You're the DM, and you are in charge of the game. That said, your goal isn't to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more! If you're ...


7

To answer your last question first: Is this what I should expect from all DMs? No, this is not what you should expect. To be honest, if this was typical behavior, it's pretty unlikely that people would still play Dungeons and Dragons. There was a time when it was pretty common to have an antagonistic style between DM and players - Gary Gygax, for ...


6

No, a DM is not meant to be adversarial to the players. It says so both in the Lost Mines of Phandelver adventure booklet (from the 5e Starter Set), and in the official Dungeon Master's Guide: You’re the DM, and you are in charge of the game. That said, your goal isn’t to slaughter the adventurers but to create a campaign world that revolves around their ...


5

Rather than try to do an apples to apples comparison and pick apart the differences, I'll go into some detail about how I've used one-shots (or short-shots) vs campaigns and try to paint them in their best light. One shot A one shot is like college: a great time to experiment. Maybe you want to test out some friends that you've never gamed with to see if ...


4

This will end up mostly likely deadly. The Dungeon Master's Guide has a chart for XP chart for character by level. At level 10, the XP thresholds for an individual character are Easy: 600 Medium: 1,200 Hard: 1,900 Deadly: 2,800 The Deva has Challenge Rating of 10 (5,900 XP). The cleric and paladin will have a a combined XP threshold of 5,600 for a ...


3

The DM's role depends on the style of game they're playing. At minimum, D&D is a system for playing games in which player characters (PCs) explore dungeon-like environments and fight monsters. The DM's job is to keep the game moving, maintain some coherent ruleset, and try to manage an enjoyable game for the participants. Beyond that, most other ...


3

Off of the top of my head? Several things: Cast Increase Logic on them to increase their Matrix dicepools, which are derived from Logic + relevant skill. Cast healing spells on them when they run afoul of Black IC and start taking real damage rather than Matrix damage. Use stim patches to fix them up if they run afoul of Black IC that's dealing Stun damage. ...


2

Time As an adult with a full-time job who has many other adult friends with full-time jobs who don't live nearby, one-shots provide a chance to play without a long term commitment. It's nigh impossible to find a weekly or even biweekly time that we could all commit to. Also, a lot of my friends haven't played D&D before. They wouldn't feel comfortable ...


2

One shots are consequence-free Some GMs run games where they make sure that PC death either isn't a substantial risk, but others are willing to let the PCs actually "fail." In a campaign, everybody dying can bring the game to an abrupt halt. In a one shot, you can laugh about how it was a really bad idea to wait until the necromancer was in the cemetery to ...


1

Adding to other people's (excellent) ideas, the fact that players are more dissociated to their characters can actually be a bonus. Take ten candles for example, the whole point of the game is to play the tragic and horrible death of the PCs. It is intense, refreshing. Because the game is supposed to be deadly, death is not a failure or frustrating. A one ...


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