this post was submitted on 30 Aug 2025
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One-shots work well with pretty much any cliché storyline that the players can swiftly get the grasp of and jump into without too much time spent on exposition or build-up.
The evil character could be a tyrant overtaxing the population, a ghost tormenting a small rural town, a lich in the nearby dungeon doing shady stuff, a dragon who kidnapped a princess, etc... Pretty much anything that the players may have familiarity with and without arguing too much about the best course of action.
Depending on the premise, you could lead the players straight to the dungeon, or let them investigate a bit and come up with a plan to infiltrate the evil character's lair. Whatever you choose, keep it short and easy to do: one-shots have very little time to dwell on specific details or plot beats, and if your players waste too much time on the planning/investigation phase, there won't be time left to actually fight the bad guy.
Even if it's a one-shot that won't ever have a follow-up, including loot for the players to find is always an exciting addition. Players, like crows, love shiny thingies :)
Yeah, what I'm really asking for is a big list of clichés that could make up the core story of a one-shot
The other user wrote a very good list of cliché plot hooks, so I'll write a few that are a bit less cliché but still pretty straightforward.
DEFEND THE VILLAGE: very easy and straightforward quests for people new to the game and people who want to chill for a bit and slay a few goblins.
FOR QUEST AND GLORY: for more adventurous parties who look forward to sailing into the unknown.
SHENANIGANS AND BOOZE: for chaotic parties and experienced DMs who can manage improvising on the spot.
With the monastery example, how do you play it? Just chuck everyone in a room and see what happens? Sequential encounters? Is there a narrative flow, or just basically a mini sandbox?
My brother ran that one in Warhammer Roleplay. Although customized for our party, it was still heavily lifted from Rough Night at the Three Feathers. It's a published adventure and it's very well written, so I recommend giving it a read! I think he mixed it with Night of Blood and then added in his own ideas.
The thing to keep in mind is that, while the players are allowed (and encouraged!) to treat it as a mini sandbox, there is an underlying narrative flow as well, ie. things keep happening every now and then, even if the party isn't involved. But if the players don't want to involve themselves, it's a good thing to make things happen to or near them.
Experienced players will probably have fun doing stuff and experimenting, while timid ones will require a bit more hand holding from the DM to make events happen around them.