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Author Topic: Campaigns vs. One-Night Adventures  (Read 134 times)
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Golanthius
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« on: June 02, 2010, 10:07:31 PM »

The D&D gaming system was designed for the on-going campaign, with gaining experience and advancing in levels/skills as its hallmark feature. However, our complicated life schedules make an on-going campaign which regularly meets and includes the same players a challenge. We no longer have the luxury or stamina of our teen years to game every weekend, days at a stretch. Enter the one-night adventure. Players show up, have fun, and then the adventure is over in just a few hours. Both approaches to D&D have their strengths and weaknesses. Below I discuss my own thoughts on the two approaches and invite your own contributions to the discussion.

One-Night Adventures
First, I am a big fan of one-night D&D sessions. These sessions last just a single night or two. The DM and players can vary from session to session. The advantages of this approach is that it takes little on-going commitment on anyone's part. You just agree to show up for a single session. This makes all our lives a bit simpler. It also allows players more variety in both adventure settings and levels. One session might be a waterborne low-level adventure and the next a 10-12th cerebral slugfest on the outer planes. It gives players a chance to play a variety of characters classes and levels and interact with different players. The big disadvantages are that players don't have much emotional attachment to characters ("Who cares if I die, it's not like I spent the past year working this character up to 10th level?"), and this lack makes for a very different game dynamic/interactions. Also, magic and treasure loose their allure ("I don't get to keep it and use it in the next adventure, so why bother?"). What do you think? That is, what role does the one-night adventure play in the D&D game?

Campaign
Players start from scratch and through quick wits, steady swords, and lucky die rolls, gain new powers and skills, facing progressively more challenging and deadly adventures. This is the core focus of the D&D gaming system and what makes the game so much fun. You grow with your character, developing his or her persona and history, along with your adventuring companions. Every decision, every save, every new magic item is important because it matters from here on out and will come into play in future sessions. It's also nice to have a stable group of players whom you can get to know from session to session (or, perhaps, plot how to back stab their character because that self-righteous paladin is sooo annoying). (Yes, personalities and group dynamics of players and DM can make or break the campaign.) The huge downside, at least for me, is that such a campaign requires that the core players be able to play consistently. Sure, it's easy to account for a missing character for one session, but too many cancellations and turnover in the group destroys the on-going story of the campaign. What do you think? That is, what makes the campaign the best way to play D&D?
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David Roomes
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« Reply #1 on: June 08, 2010, 12:42:02 AM »

I agree with your assessment on both styles of play. Campaigns can be very rich and rewarding in the long run, but they are definitely harder to pull off. It's much more work for the game master and it's harder for the group to consistently schedule game nights.

One night adventures can be a lot of fun and it's nice to take a break from a campaign every now and then (or maybe between campaigns) and spice things up with a single night adventure. One thing I love about them is that you can get very experimental and try things that you never would have tried in a campaign. It's sort of like a short story versus or novel... you can be much riskier. You can also do some things that simply wouldn't work for an extended period of time.

Here are some examples for ideas I've had for single-shot adventures...

1. One idea that I've tried a couple of times is that the characters wake up with no memories and no identity. They wake up in some kind of alchemy lab or wizard's spell chamber or maybe even something more exotic (biological egg sacs?). Anyway, they wake up and they have no memories at all, no clue who they are and no idea where they are. And they immediately realize they are in a dangerous place (maybe some kind of animal starts to try to break down the door to get into the chamber where they are). I think this could be a lot of fun... especially for the players. They are thrown immediately into an action scene with no weapons and no resources. They have no character sheets! Give them a blank piece of paper! As they gain information about themselves, they can right down stats on their character sheet. But initially, it's blank. Not even a name. For this idea to work, the game master has to take on a lot of extra work. The players don't even know if they can cast spells yet. As the adventure proceeds, they have to learn to trust one another and they also start to piece together clues about who they are and what's going on. This idea would actually work in any genre, any game system. I've run it once in a fantasy setting and once in a sci fi setting. Coincidentally, I saw a sci fi movie last year where this idea was implemented. It was called Pandorum starring Dennis Quaid and Ben Foster. In that movie, the two main characters wake up from cryogenic hibernation on a starship - they have no memories and no idea what their mission is. Similar idea... anyway, I think this one could be a lot of fun. Of course, this is custom made for a single-shot adventure. By the end of the adventure, they've figured out who they are, what's going on and they either complete a mission or escape from wherever it is.

2. Another idea is to put the adventure within a very simple framework with a very simple goal - escape from a prison or navigate a deadly maze while being pursued by an enemy or perhaps simply survive a dragon attack. During one single shot adventure, I had the players acting as bodyguards for a magistrate in a city who was being targeted for assassination. Their mission was to keep the NPC alive at all costs. They sealed themselves up in the magistrate's fortified mansion and erected all kinds of defenses while wave upon wave of bad guards assaulted the place. They had to survive the night until help arrived in the morning.

3. Another thing you can do is go all out with something you normally don't do in a regular campaign. One idea would be to let the players roll up very powerful, very high level characters and let them arm themselves to the teeth with every imaginable weapon and magic item... whatever they want. Then give them a short mission with a suicidal goal. Something like rescue the princess from the Demon Lord's palace in the bottom plane of Hell. Put them up against hordes of demons and see if they can survive.

4. Shipwrecks are good for single shot adventures. Have them shipwreck on a small island which isn't on the map. And fill the island with all kinds of adventures.

There's a million ideas for single shot adventures. I actually do love that type of adventure, but curiously most of the stuff I run ends up being campaign length... dang, I need to another one of these! Smiley



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David M. Roomes
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« Reply #2 on: June 09, 2010, 10:48:44 PM »

Those ideas actually sounded like a lot of fun. I'm all for playing 'by the rules' most of the time, but sometimes it's nice to do something weird like have a god-like being under my control. XD And psychological deals like the amnesiac thing are always interesting too. Btw, I saw Pandorum. It was really good. Sort of like Fight Club and Resident Evil combined. It was a headtrip. o_o
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