As written about on this very blog (and in plenty of other places), there are lots of strategies a GM can adopt for carrying on the campaign with a less-than-full roster of players. But because I’m a GM who really doesn’t like running games with a less-than-full crew, I’ve been known to dabble in the one-shot backup campaign.
A backup campaign is a campaign that runs alongside the main campaign, custom built to pick up the slack when too many players in the main group have to bow out of a regularly scheduled session. But because running or playing in two campaigns is [quickly checks math] twice as hard as running or playing in a single campaign — and because running one campaign is hard enough as it is — the backup campaign has some very specific parameters.
For the GM
A GM running a one-shot backup campaign needs to economize on prep and story development as much as possible. The following guidelines can help make that easier.
One Session at a Time
Because you’re never hoping that players will be missing two sessions in a row — and because if they are, you have no guarantee that it’ll be the same players each time — the focus of the backup campaign is the one-shot. A single short adventure whose beginning, middle, and end fits nicely into the space of your regular session.
A Rotating Cast of Characters
Because you generally won’t have the same players unable to attend a game every time, the makeup of the party needs to fit the idea of different characters jumping in and out of the backup campaign session to session. So look for a foundational story setup that works well with characters coming and going. An exploring-the-ruin-of-the-week dungeon delving campaign works great for this setup. So too does a high-seas pirate campaign, a mercenary company taking on adventures for hire, or the party as a group of investigators working cases in a major city. With all these options, it’s easy to explain that certain characters are off doing other stuff while the remaining party members descend dark staircases, plot a heist from the harbormaster’s house, or hunt for a murderer on a noble’s estate.
Straightforward Adventures
Not all one-shot adventures are created equal, whether you’re writing your backup campaign yourself, playing published one-shots, or pulling a single-session scenario out from the narrative of a longer published adventure. Because you want to make sure you wrap up your adventure in whatever time your session allows, focus on keeping things simple so that you can keep things moving. Set a clear goal for the characters. Narrate any necessary setup and backstory if it feels like roleplaying through it will run long. Keep an eye on the clock and cut intermediate sections from the story to leave yourself ample time to play out your big finish. And if you run out of adventure a bit before the end, don’t worry about it. Completing an adventure comes with a built-in sense of accomplishment for the players, and finishing up a one-shot session early won’t take away from that.
Focused Combat
Depending on the length of your game sessions, you’ll likely want to shoot for one or two full-scale combat encounters in your backup campaign games — typically one easy and one hard fight, or two medium fights with some additional excitement (traps, environmental effects, a mini-boss, and so forth) in the second encounter. To avoid combat running long, make sure each fight features alternative end points beyond the “everyone fights to the death” baseline.
Embrace the Random
If you create your own adventures rather than running published adventures, a one-shot backup campaign is a great opportunity to flex your improv muscles. Creating an exciting dungeon crawl, wilderness adventure, or urban excitement one-shot requires little more effort than finding a map you like, a solid plot hook, coming up with two sets of foes for the characters to face off against, and interesting environmental effects or NPCs to bring your locations to life. Lots of books (including my friend Mike Shea’s Lazy DM’s Companion) feature random adventure generators that you can use to sketch out a one-shot scenario in just a few minutes.
For the Players
Playing in a one-shot backup campaign can be just as much fun as playing in a long-term campaign. But players should keep a few things in mind to maximize the fun — and to help make the GM’s job as easy as possible.
Focus the Action
Because you know that a one-shot game needs to move from beginning to middle to end within a fixed duration, do everything you can to keep things moving. Focus on the setup and backstory presented by the GM, and feel free to ask whether specific plot threads are more or less relevant to the adventure throughline as you play. When the game’s in combat, think about what your character is doing ahead of time, and have any references you need to spells, special attacks, and magic at the ready. Pay attention to what’s happening around your character so that you’re able to quickly build on that, rather than having to ask what’s going on. And if any of these objectives are things you sometimes struggle with in your main game, treat the backup campaign as a lower-stakes place to hone your keeping-the-game-moving skills.
Know Your Character
It can be really easy to lose the narrative thread on a character you play only a couple of times every few months. As such, put an extra level of focus on your character for the backup campaign. Make the time to review their build and backstory each time you play, and look for any and all roleplaying opportunities as a means of heightening the connection between the character and you.
Keep Things Simple
Because the backup campaign is all about one-shot adventures bookended within a single game session, don’t expect a ton of complex continuity between adventures. And hand in hand with that, think about leaning away from complex characters with deep backstory, convoluted goals, and several layers of secrets. There’s nothing wrong with a bit of any of that, of course. But the backup campaign isn’t necessarily the place for a complex character to shine.
Try Different Concepts
Single-session one-shot campaigns lend themselves to unique and interesting characters, and are a great excuse to try a character type or build you’ve never played before. Mix-and-matching character archetypes and concepts can be a lot of fun, but lots of players worry about a character who tries to do much becoming less effective than a more focused character in a long campaign. But in a one-shot campaign, you don’t need to worry as much about that. You might play the same character for a half-dozen one-off sessions or just a single game — long enough to have fun with the concept before moving on to something else.