Tips on Playing in a One-Shot
Playing a character in an adventure designed to last only one session is quite different than playing a character in a campaign that could last years. There are some considerations you should have in mind when building the character, as well as a mentality it’s best to have during play. We’ll break down the major points below so you can get the most out of a One-Shot adventure.
CHARACTER BUILD
Assuming this session is planned out, and not just an impromptu play, the Game Master knows the storyline, and should pass on some key knowledge over to you during character creation. In order to get the most out of your time, you’ll want to build your character to fit into the narrative. Here are some key questions to have for your GM.
What’s the story’s genre? Your greatsword-wielding Barbarian might fit well in a Sword & Sorcery theme, but might not fit as well in a space-age sci-fi adventure.
What’s the tone? There’s nothing more annoying than when the GM sets up an ultra-serious horror one-shot, and one of the players shows up with their Bard that likes to tell off-beat limericks. In the same vein, if the one-shot is designed to let players blow off some steam by fighting a horde of orcs, you don’t want to be the wet blanket that keeps trying to persuade the orcs to sit down for tea instead.
What’s the balance between Roleplaying and Combat? Knowing whether you’ll be on a battlefield all session, or searching a crime scene for clues will determine where you should focus your time when building the character. It helps answer questions on what skills you want to be proficient in, and which weapons, armor and spell choices to make.
What options/restrictions are in place? Hopefully, your GM has thought of this during preparation. Keep in mind that any restrictions they have on Class, Race or Background should be in place to help guide you through the questions listed above. The goal should be to ensure the players have the most fun possible, so try not to get upset when they limit some choices to fit the narrative.
DURING GAME PLAY
A One-Shot session should be run differently by the GM than a session in a long-lasting campaign. Generally speaking, a One-Shot is designed with a specific story arc in mind. Meaning, the Game Master has set story beats and encounters they need to lay in front of you in a time crunch. Again, to maximize the fun had by all the players as well as the GM, please keep these considerations in mind.
Accept universal truths. “You group finds yourself traveling through a forest just outside a small town in search of a hideous monster. The mayor hired you to find the beast, slay it, and return captive townsfolk it kidnapped.” To start a one-shot, the GM has to set up the precise predicament you find yourselves in. They want to start the story right where you are using skills and special abilities to perform the search. If you try to backtrack what they’ve set up by wanting to negotiate a price for your services or go shopping before heading into the forest, you’re taking away from time you can spend on what the GM deemed is the main part of the story.
A truth to accept in the above scenario is that you were hired to perform a task. HOW you do so is up to you, but the objective is made plain to you. Trying to convince the group that going elsewhere in the world, or aiming for a completely different objective is just derailing the story set out by the GM. Whether they are using a pre-made module or designed it themself, they still put in prep time so the group can have fun playing a game.
Leave nothing on the table. You just read an article on how to get the most out of a One-Shot as a player. You’ve optimized your build, and you understand that you want to accomplish the objectives set by your GM. Now all you have to do is execute. Realizing on the drive home after the session that you forgot to use the key cool ability of your character can be a bummer.
As a player, I like to make a short list of spells, features or cool moves I want to use throughout the game. It doesn’t have to be in depth; just a few bullet points written on a post-it note will work just fine.
I find One-Shots to be a great opportunity to experiment. I like to test new builds, feats and spells, so I can possibly implement them into longer campaigns. They’re also a good chance to test out some cool combo moves with your team. Try casting the Fly spell on the Ranger with Longbow, or going into a Rage to toss your Halfling Wizard (who’s readied a Vampiric Touch spell) at the villain.
Overall, you have 4-6 hours with this character and that’s it. Make the most of it knowing that if they die, then that’s okay. Take chances!
CONCLUSION
I hope this article helps you prepare to play an awesome One-Shot. If you’re a GM preparing to run a session, feel free to send this to your players. The point of all of this is to let everyone at the table have as much fun as possible. Good luck, and happy gaming!