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GM Screen
GameMastery Guide
/
Getting Started
/
Preparing to Run a Game
One-Shot Games
Source
GameMastery Guide pg. 18
Introduce the scenario in a way that engages the players. Don’t give away any secrets, but let the players know why each of their characters is getting involved—having several “adventure hooks” allows you to pick which one would be most compelling for a given character. You can also always start the action with the party already committed to the adventure or facing a situation that leads in to the rest of the scenario, so as not to waste any playing time.
The concept of the macguffin often proves useful here. A macguffin is some element that drives your plot forward, but that you can ignore once it’s served its purpose. Your macguffin might be a rumor, a mission or request from a friend, a cryptic message, a treasure map, or anything else that piques the group’s interest without giving away too much.
Characters
Source
GameMastery Guide pg. 18
Consider how the party’s activities, successful or not, might end, and be ready to sum up when the last die stops rolling. Because your players might never play these characters again, you can plan unusual rewards or endings that would be awkward in a regular campaign. Of course, more than one adventure that began as a oneshot has stretched into a campaign when both players and GMs found the plots and characters too much fun to retire...
Getting Started
Source
GameMastery Guide pg. 18
A campaign offers something more than a series of adventures. A campaign gives context and depth to a group’s activities, making them part of a larger world. A properly constructed campaign also provides you with story elements, locations, personalities, and conflicts that serve as springboards for your creativity as you create adventures. Campaigns can be completely plotted out ahead of time, such as the 6-part Pathfinder Adventure Path series, which give GMs all the adventures and supplemental material they need to run a complete campaign, or they can be crafted on the fly, with GMs stringing adventures together just a session or two in advance. A Campaign Sheet is included in the back of this book, which you can use to plan and record all of the relevant details of your campaigns.
Wrapping up
Source
GameMastery Guide pg. 18
Most advice in the section on preparing for a one-shot game applies to campaigns as well—only the scale is different. Below are a few elements to consider.