It’s my turn to GM a one-shot (I haven’t GM’d/DM’d in 20 years …) and I’m obviously going with UW.

It’s my turn to GM a one-shot (I haven’t GM’d/DM’d in 20 years …) and I’m obviously going with UW.

It’s my turn to GM a one-shot (I haven’t GM’d/DM’d in 20 years …) and I’m obviously going with UW. While I’ve played a couple of amazing games run by Chalice In Chains I have no idea what they heck I’m going to do … Gee, thanks Sean Gomes  … You had to go and make an amazing game 🙂

10 thoughts on “It’s my turn to GM a one-shot (I haven’t GM’d/DM’d in 20 years …) and I’m obviously going with UW.”

  1. My campaign started with a “ship went dark off the normal shipping lanes – go make sure the cargo is safe”. Cargo was actually diplomatic delegates for some backroom shenanigans, which put the players nationalities against each other.

  2. Alfred Rudzki Do you mean the planet-bound salvage? Is it suitable for a one-shot?

    Aaron Griffin Your players must be fantastic to develop characters with RPG hooks that strong so quickly. My guys? Notsomuch. 🙂

  3. Oh, that they do. Rarely in a good way grin What I think I might do is come up with a series of questions and have each player answer one, taking the results and build the scenario from that.

  4. Yes! Jesse R​ you got this man. My tip is come up with a hook, some NPCs and then ask questions to fill in the rest. That’s it. If your players are the “uh, I don’t know, it’s your world man” kinda players then maybe prep a few encounters but don’t prep the ending.

  5. Alfred Rudzki Thanks! I’ll read through it carefully and it figure out.

    Chalice In Chains I figure so long as Yodel doesn’t leave the ship things might go ok 🙂 I like the idea of preparing some NPCs ahead of time. TBH my concern is making sure I figure out specific moves, or confusion over a rule, etc. and balance that against, “Screw it. Just keep it moving and fun.”

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