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From: David Buehrer <dbuehrer@******.CARL.ORG>
Subject: One-Shots
Date: Thu, 21 May 1998 07:40:20 -0600
Recently I was actually playtesting some house rules with my group. I
had the playes make and use one-shot characters for the playtest.

An interesting thing happened. We had a blast *roleplaying* with these
characters. As one player described it, he could ride the edge because
he knew the character wasn't going to be in the game for the long
haul. Death was tempted, roleplaying was pushed to the edge, and the
PCs played off of eachother.

I suggest running the occasional one-shot adventure in your game.
The players will get to experiment with characters (kinda like trying
out different spices in the kitchen) without fear of screwing up or
killing their primary characters. And you can use the one-shots to
fill in the players knowledge of events in my world that you don't want
to involve their primary characters in. For example, I want the
players to know that AZ is playing with blood magic. But my campaign
isn't headed anywhere near AZ. Using a one-shot to toss the players
into the middle of an AZ blood ritual will be much more effective
then having a contact of a primary PC convey this information. If,
after the one-shot AZ adventure, a contact tells a primary PC that AZ
is experimenting in blood magic, then it will make much more of an
impact on the player, IMHO.

And you (as the GM) can use the one-shots to experiment too. There
are some critters that I've wanted to use, but haven't for fear of
wasting the PCs. I can run a one-shot that culminates in a final
battle with the critter and it won't matter to much if the one-shot PCs
die.

You can also use one-shots to influence my campaign. You could write an
adventure who's outcome decides the course of events in my primary
campaign.

Just an idea :)

-David
--
"If I told you, then I'd have to pull a Shadowrun against you. Sorry."
--
email: dbuehrer@******.carl.org
http://www.geocities.com/TimesSquare/1068/homepage.htm

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