Hey folks! I’m new to GMing, and would love to be able to discuss with other people as I go making my silly little stuff! Today, I have a question I’ve been struggling with since starting to create my first IRPG one-shot campaign.
Now, the Core book and the Runehammer videos talk about world building and a lot of great resources, but what I still can’t quite grasp is how to translate this to a 2-3 hour session.
I expect to do a lot of improvising, which seems like part of the fun! Because I’m not planning everything, I just want to make sure the content is limited in my one-shots, especially now as I’m starting out.
How can I:
- Make something fun while limiting the amount of mechanics?
- Avoid creating a super epic advanced adventure that begs for more sessions?
- Cut down on mechanics and content without reducing the heart of the story?
- Use world building techniques for one-shots?
To provide more context, I’ll share where my head’s at right now. My first project is about a demon overlord’s mansion (definitely not inspired by the Overlord anime…nope. ).
Master of the House
The players are demons, loyal maids and butlers to the demon overlord. They are strong and wield massive weapons. But now the mansion is overthrown by traitors! Fellow servants have started attacking each other, fighting for control over the mansion.
The players might slay the traitors or deal with them otherwise, but something is amiss. They might find out that the servants didn’t do it of their own volition; they were being mind controlled!
By the time the players reach the demon lord’s chambers, they have to face his mind controlled bodyguards. Further into the room stands the true villain, a female albino seer (a demon subset I made, which has increased magic and charisma but no actual sight) is currently casting a powerful mind control spell onto the demon lord, making him unable to move.
The game ends depending on how the players solve this problem, with a timer in place to add pressure to the situation. If they can break the traitor demon’s concentration, the demon lord overpowers her. If the demon lord is mind controlled, it’s game over. He’s too powerful for the players, or the seer overpowers and mind controls them herself.
- I don’t know how they’re gonna come to these conclusions if at all, but making the players fast comerades and loyal to the demon lord, I hope it’ll be enough to at least steer them in the right direction.
- It would be pretty awesome to give them some badass gear to start out with, and then an even more badass milestone reward right before facing the final boss.
- I’m also considering doing a pre-session to have the group come together, create their characters and figuring out the character connections before things start going wrong at the castle.
If you’re still here, wow!! Thank you so much for reading through this, hopefully beause you found it interesting or enjoyable. I’ll be even more thankful if you have some advice or ideas I can apply on my GM journey!