
Catch Brad running a game of d12GO! as a part of KiwiRPG Week 2026 live on our Twitch on Thursday 9th July, 6pm-9pm NZST / Thursday 7am BST / Thursday 2am EDT. The VOD will be linked here after the panel.
Designer Brad Zimmerman leads a game of the flexible and fun d12Go. A completely randomly-rolled game: what will the dice bring, and how will a team of brave players handle it?
Hey there, Kiwi RPG folks!
My name is Brad and I am the creator of a game called d12GO! The elevator pitch for d12GO is that it’s a universal system for running roleplaying games in any genre or setting, without having to spend a lot of time learning new games for each.
For this reason, it has been used by a lot of people who want to play a quick one-shot session, with minimal prep.
I love running improvised game sessions, but I also understand that these can be very daunting, especially for people who usually run pre-written modules or supplements and aren’t used to stretching their improv muscles.
In this post, I thought I would whip up a few things I’ve learned about running unprepped one-shot games, that hopefully you may find useful.
Once the group has decided on a genre and a system (e.g. playing a “Teen Detective Story” using “Monster of the Week” by Michael Sands, etc.), whip up some characters, then jump into the below steps.
1. Outline the Story Together
Ask the players for ideas about things to include in the story (unless you already have a pretty firm idea yourself). Maybe you’ve thought of WHAT is happening, but not WHY it’s happening or WHO is behind it. The players are just as responsible for worldbuilding as you are, so don’t feel like it’s all on your shoulders.
Scribble down a few brief notes (for yourself), describing:
- Where a story like this would likely start
- What kind of events might take place in the middle
- What the climax may look like
It’s important to remember that everything you outline for an improvised game can be vague and unpolished. Nobody in your group expects perfection!
2. Make Quick Character Intros
Longwinded character explanations and backstories are great when you have a whole months-long (or years-long) campaign ahead of you. But in a short game, they only serve to slow everything down and chew up valuable time at the table.
Get the players to describe:
- One or two key points about their character’s outer appearance
- One or two key points about their behaviour or motivations
- Whether or not their character is prepared (physically or mentally) for the situation
3. Lock in a Firm Starting Point
Once everyone knows who they are and how their character behaves in the game world, put all the player characters into the same place, with them already informed about the “main situation” of the story.
I’ve made the mistake of letting characters “find their own way to the story”, which resulted in a “one-shot” that lasted 8 sessions… I won’t make that mistake again and I hope you don’t either!
A good idea is to summarise to the players:
- What the main situation of the story is (e.g. “The local theme park is under attack by what reports are suggesting is an army of mutated pumpkins”)
- Then tell them exactly where they are (e.g. “You are standing together in the parking lot, as parkgoers flee all around you”)
4. A Call to Action!
From the established starting point, get the story underway immediately, by forcibly hurling the characters into the fray with a call to action.
Depending on the type of story, this could take any number of forms, including:
- An innocent NPC pleading for help (either face-to-face or via a remote means)
- Signs of an impending disaster (e.g. a rapidly spreading fire, a falling tower, a space station plummeting towards a planet, etc.)
- A hostile creature chasing them into danger
5. A Low-Stakes Challenge
Get the players rolling dice as soon as possible, but keep the stakes relatively low for this first outing.
This challenge may be something like:
- A social encounter (e.g. convincing someone to give you access to a location or resource, etc.)
- A physical obstacle (e.g. a precarious rope bridge, a vine-covered rock wall, a locked mansion gate, etc.)
- An easy combat situation such as goblins or minion-level creatures of some kind.
Ideally, overcoming this first challenge should grant the player characters access to a new location, a valuable resource, or more information about what’s going on.
6. Check Back with the Players
This is something you can do at any time during the game, but it’s good to get a gauge early on (especially if the first challenge was harder than intended).
Ask how their characters are feeling about the situation that is unfolding. This might help you flesh out the remainder of the story. Maybe they’ve got theories or ideas you never even considered.
Ask them if their characters want to rest, gather resources (e.g. ammunition, safety equipment, transportation, etc.) before continuing.
7. A Medium-Stakes Challenge (and a twist?)
When they’re ready, prompt the players to keep moving further into the situation, to the next significant location or point of interest.
There, they should come upon another challenge. This should be noticeably more difficult than the last one, and ideally require a different skillset or strategy (i.e. don’t make this just a harder version of the first challenge).
This is also a great time to add a little (optional) depth or intrigue to the story by throwing in a twist or unexpected complication.
Some ideas for a twist/complication could be:
- The person or organisation that sent you here was actually trying to get rid of you
- The main antagonist is revealed and it’s someone from your past
- A tool or useful resource suddenly stops being useful (either because it’s broken or the problem adapts to make it redundant)
- The true scope of the situation is revealed and it’s not what you had assumed (either it’s much larger or much more isolated than anticipated)
- An assumption you made about the situation turns out to be completely wrong
The medium-stakes challenge (and twist) should reveal the narrative path to the final confrontation. This may be a literal path (like a mountain pass or broken trail deep in the jungle) or a guaranteed sequence of events.
Either way, the endgame should be apparent to the players by now, but they must be given time to prepare, instead of being forced directly into it.
8. The Climax
The climax of the story is heavily dependent on the type of story you’re telling, but may be:
- A boss fight. This could be a singular powerful enemy, or a large group of enemies that need to be defeated or overcome. In either instance, it should be more difficult than the medium-stakes challenge, and the players should be made very aware of that fact.
- A large-scale disaster (e.g. a nuclear reactor counting down to explosion, a dam bursting, a high-speed chase, a thrilling escape scene, etc.)
- A very difficult physical obstacle to overcome (e.g. climbing an icy cliff while being bombarded with attacks from above, piloting a malfunctioning spaceship as it hurtles towards a city, etc.)
Whichever of these climaxes your game includes, try to incorporate multiple phases to add depth and get the players to try out different skills.
For example, the boss fight could start with weak enemies that are only trying to slow you down while the big bad gets ready. If the players somehow manage to circumvent the weaker enemies, reward them by letting them know the big bad isn’t at full strength.
Or the nuclear reactor escape requires a set of keys in order to get to the outside (fetch-quest-style), and then you enter the fleeing phase.
Important Things to Remember
- The entire point of the game is to have fun. You know this, and so do your players.
- Checking in with your players for ideas is always valid. This can be especially helpful with fun little details that don’t really affect the story (e.g. “There’s a person cornered by the monster and screaming for help. What does this person look like?”)
- Drawing inspiration from existing media is absolutely fine. If you want to take some plot points from The Terminator or Power Rangers or Dragonball Z, no one will stop you.
- Say “YES” more than you say “NO”. Obviously there will be times that a no is required, but if you err on the side of yes, your players’ ideas will help create something truly unique and memorable.
- A one-shot game means there is no larger narrative at stake. You don’t need to worry about accidentally setting up a huge problem later on because THERE IS NO LATER ON.
So, yeah, those are my thoughts about running improvised one-shots. Please remember these are opinions based on my own experience and will almost certainly be contentious and downright incorrect to some game masters.
Regardless, I hope you can take something useful away from this and go have some fun.
SUMMARY
- Outline the Story Together
- Make Quick Character Intros
- Lock in a Firm Starting Point
- A Call to Action!
- A Low-Stakes Challenge
- Check Back with the Players
- A Medium-Stakes Challenge (and a twist?)
- The Climax
Thanks for reading!
Brad Zimmerman
Watch d12GO! as an actual play stream, Thursday 9th July: 6pm-9pm NZST on KiwiRPG’s Twitch.
