Hosting D&D One-Shots: Planning and Execution

The Daily DM • March 10, 2025

So you want to run a one-shot, eh?

A group of figurines standing in front of a dragon in a room with candles.

Dear Readers,

Running a Dungeons & Dragons one-shot can be a rewarding experience for both new and veteran Dungeon Masters (DMs). One-shots offer a unique opportunity to tell a self-contained story in a single session, making them ideal for introducing new players, testing out homebrew mechanics, or just enjoying a quick adventure without the commitment of a full campaign. However, planning and executing a successful one-shot requires careful consideration. This guide will walk you through every step of hosting an engaging and well-paced D&D one-shot.


Step 1: Define Your Goals

Before you start planning your one-shot, determine your main objective. Ask yourself:

  • Is this one-shot meant to introduce new players to D&D?
  • Do you want to test a new setting, mechanic, or rule system?
  • Is this a filler session for an ongoing campaign?
  • Are you running this for a convention or special event?

Understanding your goal will help you structure the game to meet the needs of your players.


Step 2: Choose a Theme and Setting

A one-shot should have a strong central theme to keep players engaged. Consider:

  • Classic Dungeon Crawl – Explore a mysterious ruin, crypt, or wizard’s tower.
  • Mystery/Investigation – Solve a murder, uncover a conspiracy, or track down a missing artifact.
  • Heist/Rescue Mission – Infiltrate a stronghold, steal an object, or break someone out of prison.
  • Survival Horror – A desperate fight against undead, eldritch horrors, or a cursed environment.
  • Political Intrigue – Navigate social conflicts, power struggles, and courtly drama.

Your setting should align with your theme. Whether it's a haunted castle, a bustling city, or an alien wasteland, ensure it supports the story you want to tell.


Step 3: Keep It Short and Focused

A one-shot should be playable in three to five hours. To maintain this timeframe:

  • Keep the adventure centered around one major goal or conflict.
  • Limit locations to three to five key scenes.
  • Avoid long travel sequences unless they serve the plot.
  • Minimize complex puzzles or intricate backstories.


Step 4: Pre-Made vs. Custom Adventures

If you don’t have time to write a one-shot from scratch, many published modules can be adapted for your needs. Great resources include:

  • Wizards of the Coast Adventures (e.g., Tales from the Yawning Portal)
  • Dungeon Masters Guild (homebrew adventures from other DMs)
  • Free online resources like One Page Dungeons

If you write your own, use a simple structure:

  1. Introduction – Why are the characters here? What is their goal?
  2. Obstacles – What challenges must they overcome?
  3. Climax – The final encounter, battle, or puzzle.
  4. Resolution – The outcome based on player choices.


Step 5: Pre-Generated Characters vs. Player-Made

To save time, consider offering pre-generated characters. This is especially useful for new players or time-limited sessions. However, if your players prefer making their own characters, establish guidelines:

  • Set a level cap (typically Level 3–5 for balance).
  • Provide a simple backstory connection to the plot.
  • Restrict complex or homebrew subclasses unless you’re comfortable balancing them.


Step 6: Balance Encounters and Pacing

Combat should be quick and impactful in a one-shot. Tips for balancing encounters:

  • Use one or two big fights rather than multiple small ones.
  • Reduce enemy HP but keep damage output high for faster resolution.
  • Consider adding time-based urgency (e.g., a collapsing dungeon or rising lava).
  • Offer non-combat solutions to some challenges to keep variety.

For pacing:

  • The first hour should introduce the story and setting.
  • The second hour should build tension and challenges.
  • The final hour should lead to the climax and resolution.


Step 7: Managing Player Expectations

At the beginning of the session, establish:

  • Tone and genre (Is this horror, comedy, high fantasy, grimdark?)
  • House rules (Are flanking rules in play? Are there custom mechanics?)
  • Table etiquette (How do players call for a pause? Are phones allowed?)
  • Time limits (Let players know they should act decisively.)


Step 8: Running the One-Shot

When the game starts:

  • Begin in the action (avoid long exposition dumps).
  • Keep NPC interactions brief (limit unnecessary side plots).
  • Monitor pacing—if the session lags, cut unnecessary encounters.
  • Reward creative problem-solving over dice rolls.
  • Be prepared to improvise if players go off-script.


Step 9: Wrapping Up

The ending should feel satisfying. Whether the players succeed or fail, tie up loose ends and allow a moment for reflection. If possible, offer a short epilogue describing the consequences of their actions.


Final Thoughts

D&D one-shots are an excellent way to experiment with storytelling, mechanics, and playstyles. By keeping the game structured yet flexible, you can ensure a fun and engaging experience for your players. Whether you’re introducing new adventurers to the game or providing a quick and memorable session for veterans, one-shots are a fantastic tool in any DM’s arsenal.



Until next time, Dear Readers...

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