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Wash's avatar

OH BOY. I have thoughts!

One shots are absolutely astounding for world building. I have a giant sci fi setting that most of my games take place in. I actually pulled the idea from Artefact/Bucket of Bolts but Jack Harrison. Somewhere in there is an almost throw away line that basically says, "feel free to use this as the background story for a legendary weapon you give you players in another RPG."

So my setting is an almost Battlestar Galactica/Humanity cast out to the stars in a large fleet kind of thing. I can run so many games inside this setting. Iron Valley hack of Ironsworn? Thats the ag ship. Wanna dive into the ship docs life for a day? Apothecaria. Run into an abandoned space station infested with creatures? Mothership gotchu. Alien planet with some ancient alien tech? Across Thousand Dead Worlds. Shipbreakers? Deadbelt. So on and so forth. Maybe its Death in Space arc that plays out in the setting as a found footage thing.

Most of the "bigger" RPGs I'll play in arcs, with a one shot in between arcs. It cuts down a LOT of trying to interpret oracle's and prompts for things, or can give a better starting point.

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lumenwrites's avatar

Amazing post! I've been thinking along the same lines, and designing systems for playing one-shot adventures like this.

I've just posted an article inspired by your post, where I describe how I approach playing minimalistic solo one-shots (and share an "actual play" example of an adventure I've recently played):

https://rpgadventures.io/post/atomic-adventures

Also, I've recently made a one-page game that is a great fit for one-shots like these. It's called "The Perfect Heist", it is about being the best thief in the world, and going on heists to steal things - for yourself, for hire, or to help those in need. It fits on one page, and can easily be learned and played in 30-60 minutes:

https://rpgadventures.io/the-perfect-heist.pdf

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