Why One-Shots versus a Campaign?

For the record, I love campaigns. That said, One-shots adventures allow you and your players to scratch and itch without committing to something long term. I think of campaigns as TV series and One-Shot adventures as movies.  Here are why One-Shot Adventures, in my opinion, are awesome:

1. It gives you the freedom to try a new genre or setting without a long-term commitment. You can pick anywhere and anytime to run a One-Shot game.

2. It allows players to experiment and create a character that is very different from what they usually play (I'm always the fighter in D&D). If you are running a 6-month campaign, players will be tempted to fall back on character ideas they know they like. A One-Shot gives them the freedom to push boundaries and change it up for a session. 

3. The stakes are higher because it's okay for a character to die, or for every character to die. It is tough as a GM to kill off a character someone has been playing for months or even years. I ran a few One-Shot adventures where I knew before we began the characters were all going to die in the end - they still talk about that session. 

4. It's incredibly bittersweet. I've run plenty of One-Shots where a player has said, "I can't believe I'm never going to play that character again." You always go out on a high!

5. Everything is disposable - The longer a campaign goes, the more invested you and the players are in the world. This can lead to playing it safe. With a One-Shot, you have nothing invested, so you can blow up the entire world if you want. 

 6. One-Shot adventures are a great substitute for your regular game if one of your key players can't make it. 

7. If you haven't had time to work on your campaign, use a One-Shot adventure instead of a blah-blah filler session. I've been there, the game is tonight and I haven't had time to prep so I go with a mediocre idea. If you need more time to prep your main game, fall-back on a One-Shot adventure to give you the breathing room you need.

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