The fourth and final piece of a series on designing and running one-shot scenarios.
If you missed any of the earlier articles, find them here:
Encourage Play that Saves Time
In Part 1 of this series, I wrote that I would avoid issues pertaining to social graces (or lack thereof), but the question of whether players should toy around with electronic devices at the table applies to single-session adventures more than to normal adventure and campaigns. Suffice to say that your group should be in agreement on how to handle this, for delays could result in failure to complete the adventure, which would ruin the entire session for everyone. If need be, have a quick discussion on this before the game starts.
The DM will find it more important than ever to handle THAT player—the one that makes all the bad jokes that have nothing to do with gaming—the same one that side-tracks everything by recounting his day at work in the middle of the game. You are adults so you need no advice on how to handle it, but be aware that not addressing it could possible ruin the game for everyone if you don’t finish. Read more