Things to run in two hours or less

I have been busy, recently, and expect to remain so. There is a new child in the house and she makes continuous infant demands. It will be hard to find gaming time and harder still to be consistent. If I am going to run games, even organise GMless games, they need to be low-prep and one-shot-compatible.

Worse — my gaming sessions are habitually week nights, seven thirty until ten, which gives two-point-five hours of which we can rely on two to be on-topic. That’s tight. I don’t mind that — with the kind of games I GM (low ratio of rules time to creative time, high GM lift) that, and with GMless games that’s often plenty for everybody.

So, I want options for one-shots in that space.

But… you can’t be sure how long a one-shot will take. Some have easy flex (many GMless things), but some are in the hands of chance and player’s ultimately-tactical choice (most OSR things). So I want some things that can fill out a session that ran short, filler things, sub-one-hour options.

So, lists. I might even update them over time.

(In the below, anything is normal text is something I’ve run before; anything written like “?? thingname” is something I haven’t tried yet.)

OSR stuff

One thing common to all of these — even with the lightweight rules I tend to run (Knave, Cairn) — is that character creation can greatly eat into two hours. So it’s pregens all the way. Often effortful, unfortunately, if you want sensible ones above first level.

Medium-and-up OSR dungeons that suit two-hour raids

  • Stonehell
  • Hole in the Oak
  • The Gardens of Ynn
  • Through Ultan’s Door
  • ?? The Stygian Library
  • ?? Gradient Descent (for Mothership)

Small OSR sites that are “completable” in two hours

i.e. the players can, potentially, see all the interest in two hours. No guarantees, of course, They might just die.

  • ?? One-Page Dungeon Competition Winners
    • (Downsides: will tend to need some prep work tho, as often generic or unstatted; short-form presentation doesn’t necessarily mean short play time)
  • ?? Michael Prescott’s “Trilemma Adventures”
    • (Downsides: one- or two-page presentation may mean high GM lift, and that presentation doesn’t necessarily mean short play time; unstatted, though the closest-system Trilemma Bestiary may help)
    • NB these are free online, but the version in his published Trilemma Compendium as apparently revised ones
    • Skerples has helpfully reviewed every adventure that’s in the Compendium — I’ve only read the ones he marked “good”
    • My list to try, most interesting first:
    • ?? The Full-Dark Stone
    • ?? The Coming of Sorg
    • ?? Sirens of Blood and First
    • ?? Do It for the Beast
    • ?? The Sorcerer’s Feast
    • ?? The Task of Zeichus
    • ?? Midden of the Deep
    • ?? Basilica of the Leper Messiah (atmospheric and distinctive, but not very clear how to use)
  • Nate Treme’s pamphlet adventures
    • (Downsides: short-form presentation may mean high GM lift, and that presentation doesn’t necessarily mean short play time; some minimally statted)
    • Temple of the Bat Serpent (tried — took two hours to explore half of it, but we may just have been slow)
    • ?? Barrow of the Elf King (free)
    • ?? Witchtomb
  • Assorted very small sites by diverse hands
  • Make my own using the five-room dungeon model
  • Make my own using no particular model
  • Make my own using ?? other model

OSR encounters or locations that are likely to take under an hour

  • Just roll some random encounter (particular on a table of specific detailed ones)
  • Make my own list of encounter ideas (easy to rattle off a few in a sitting; an easy way to be creative)

GMless and weak-GM games

  • Swords Without Master
  • Lovecraftesque
  • Inspectres (or InSpace or my own In the Land of Old Magic)
  • Fiasco (think I’ve played enough for one lifetime, though)
  • ?? Follow (have played it once, but can’t remember much)
  • ?? The King is Dead
  • ?? Annalise (not primarily for one-shots, but has some advice on doing it)
  • ?? Witch — the Road to Lindisfarne
  • ?? Psi*Run (I’m told this works well in very-short form)
  • ?? Hot War (ever-popular for convention one-shots, tho not sure about two-hour format. Quite old now, probably rather janky, new edition coming soon with modern design.)

Sources

Ideas from the above came from sources including:

  1. https://www.reddit.com/r/osr/s/zXphoy3Jdm
  2. https://www.reddit.com/r/osr/comments/11khcec/how_much_stuff_to_put_in_a_3_hourish_dungeon_for/ 
  3. https://www.reddit.com/r/osr/s/BdrqhTDo73
  4. https://www.reddit.com/r/osr/s/z5d3DgmPH1

Examples of things that support Foreground Growth

I’m currently into Chris McDowell’s idea of “Foreground Growth” — character change and advancement because of specific things that happened in play, with no metagame rules invovled. Partly this is because I’m running Electric Bastionland and thinking about running Cairn, and neither has traditional advancement rules. The problem is that it’s not always obvious how to make it happen — while XP and level and skill point and advancement systems guide you to use them, foreground growth is something that the GM has to support.

So I’ve started a list below of foreground growth opportunities, along with sources that say how to do this or that glisten with examples:

Here are, also, some examples of foreground growth that don’t fit into the above categories (thanks to Yochai Gal for pointing these out):

If you have more categories, or can point me to more good examples, please let me know in the comments and I will expand the above.

An rpg prep checklist needs goals and techniques

Conjecture — A good handy guide to GM prep moves needs to have, for each move:

  • A goal, desire, or applicable situation — when should you use this? When is it worthwhile?
  • A name of the move/technique — as a reminder for moves you know well
  • A brief summary/prompt set — so you can do it there and then, from the aforementioned handy guide, if you’re moderately familiar with the technique

For example:

Continue reading “An rpg prep checklist needs goals and techniques”

Some notes on fixing BX D&D

As Patrick Stuart notes, BX D&D is core to the OSR. It has clarity, it has concision, and it is very clearly “D&D”. It has a clear modern presentation in Old School Essentials. Sadly, it has some serious problems. Here are some fixes. Maybe later there will be more.

First, up the amount of gold needed to advance in level is absurd, unless you want advancement to be ponderous. I’ve mostly concerned myself with how to meet that demand, but if you read my articles about it you’ll find links that suggest other solutions. (the comments on those links are often good).

Specifically, look at the intro to Tomb of the Serpent Kings“Treasure amounts are balanced around the idea that 200gp is enough to level a single character”. That’s likely to be my model going forwards.

If you’re not writing adventures for others, I’d suggest you (a) give more than one xp per gp or (b) rescale all the level charts so they give the pace you want.

It’s not clear at all, in OSE or otherwise, how thief skills relate to the (obvious) ability of non-thieves to do those same things. James  V West has about twelve ways to fix that — start reading at http://doomslakers.blogspot.com/2019/01/once-again-with-thieves.html.

Requiring “Read Magic” to use scrolls is excessive. Give Read Magic as an unlimited-use ability to all Magic Users — http://doomslakers.blogspot.com/2020/03/read-that-magic.html.

Three things, Christmas Eve 2019

Landmark, hidden, secret — a classification scheme for information in game situations that might help us better decide what to tell players, and when — https://diyanddragons.blogspot.com/2019/10/landmark-hidden-secret.html

Michael Prescott explains why you probably don’t need to use the OGL, and probably would be unwise to use the DM’s Guild or similar DriveThruRPG programs. “… That last one is so mind-bendingly overreaching that it’s comical. You’re giving them permission to negotiate for you, with themselves. It’s like the devil wrote it.”http://blog.trilemma.com/2019/10/compatible-with-dungeons-dragons.html

It looks like real-world archery is much harder at range than typical rpg archery. Given that long-range missile fire is hard to make fun, it might be worth trying some harsher range modifiers — https://deltasdnd.blogspot.com/2011/03/basic-d-on-archery.html

Three things, mid-December 2019

Justin Alexander has a good article on why GMs shouldn’t fudge rules and die rolls — https://thealexandrian.net/wordpress/43708/roleplaying-games/gm-dont-list-9-fudging. He doesn’t mention that fudging subtly corrupts you, giving you a sordid aura and making you more likely to do murders, but I presume we all know that by now.

Alexander also has a has a plausible conjecture for why most realm/business/tavern management etc subsystems fail — because they tend to be closed systems, rather than integrating naturally with the main loop of the game — https://twitter.com/hexcrawl/status/1185260871062183936?s=09

Finally, Patrick Stuart has been looking at the OSR-space and has concluded that BX/Moldvay D&D is the common language that makes most of it work — http://falsemachine.blogspot.com/2019/11/the-bx-commons.html. This aligns with my experience — I see reddit and blog posts by people playing OD&D, but they’re rarely the people who are writing things I’m interested in. And I don’t see much about Holmes, Mentzer or AD&D at all.

Collected advice on adventure design

I am writing some OSR-type D&D adventures that I intend to publish, so I have gone looking for advice on doing that. Below, I have collected links. I have also included some summaries, but honestly in the eyes of posterity they are more for my benefit in writing them than for you in reading them.

How I Write an Adventure, by Arnold K

https://goblinpunch.blogspot.com/2017/01/how-i-write-adventure.html

That’s prosaic, principled, but realistic — I can believe he actually works like that. My summary:

  • Write ten adventures at once, gathering and filing ideas as they come to you
  • Run them early — that will give you ideas and show you problems
  • Have a (short) list of themes, be strict about cutting stuff that doesn’t fit
  • Don’t commit to anything until late on, especially not to a specific map
  • Focus on making interesting snippets – you can integrate them later
  • Iterate your design, culling weak (or unthematic) bits ruthlessly

How I Make an Adventure by Patrick Stuart

Continue reading “Collected advice on adventure design”