Dungeons And Dragons: How To Create The Perfect One Shot

3. Take Of The Kid's Gloves

Dungeon Master
WIZARDS

Similar to X-COM 2, Dungeons and Dragons delves into the world of permadeath. Depending on the levels and capabilities of characters, when someone dies, they may not have a way to come back. There is a very narrow ledge to walk for all parties involved. The dungeon master's responsibility is to make challenging, but achievable encounters for the players to overcome without feeling like they were handed victory on a silver platter.

Not so in a one-shot! Provided that the narrative calls for it, the Dungeon Master now has the opportunity to really test not just the characters, but the players themselves. If these characters are only designed to last a night, why not put them in some truly horrific situations?

Think of a one-shot as a safe space where everyone is allowed to cut loose in new and interesting ways. Don't forget this mentality can go both ways: players, knowing their characters won't be used again, are going to have every intention of expending every possible resource in their arsenal to accomplish the task at hand.

Players and DMs alike may find a particular exhiliration in knowing that the threat of failure is very real in the game. If there was ever a time to see how a group reacted to a TPK, within reason mind you, don't be a jerk to players just for the sake of it, then this is the opportune time.

Contributor

A former Army vet who kept his sanity running D&D games for his Soldiers. I'll have a bit of D&D, pro wrestling, narrative-driven video games, and 80's horror movies, please and thank you.