Creating a One-Shot Adventure: Part Two
- Zach
- Jul 3
- 4 min read
Structure & Scenes
Welcome back to Creating a One-Shot Adventure! This is Part Two, where we’ll dig into the structure of your adventure and how to design compelling scenes.
If you missed Part One – where we covered tone, adventure hooks, and setting – you can check it out here. Now, let’s jump in!
One-Shot Adventure Structure:
Quick Note: Every one-shot is different. What follows is simply my approach to structuring a one-shot (and most of my session planning). Your method may vary, and that’s totally okay.
I like to use the classic three-act structure:
Beginning – Middle – End.
Yep, it’s familiar for a reason – it works.
The Beginning
In the beginning there was fire –
…wait, wrong genre. Let’s skip ahead.
The beginning of your adventure should introduce the key information, tone, and conflict. Let’s continue using the example from Part One.
Theme: Murder Mystery & Horror
Setting: The small farming village of Amberfield
Hook: The players have been hired by the mayor to investigate a series of murders discreetly before the upcoming Harvest Festival.
Here’s how that might break down:
The players arrive in Amberfield
What do they see, smell, hear, feel, or even taste?
Do they encounter anyone on the road into town?
They meet the mayor
The mayor already has a reason to trust them (he’s paying them!)
What key information does he provide about the murders?
Details to highlight
There have been three murders in three days
The Harvest Festival is in two days
The town is on edge – superstitions and tension are rising.
GM Tip: Keep your beginning loose. Focus on the key points your players need to engage with the story and let them steer the narrative. You don’t need to plan every second – just the important beats.

The Middle
This is the heart of your adventure – and where most of the player interaction happens. Here, the players explore, investigate, meet NPCs, and uncover the mystery.
Because our theme is murder mystery & horror, we want to build tension and deepen the mystery.
Here's how that might break down:
The investigation begins
There have been three murders
The players explore murder scenes and the town
Scene Types & Questions to ask
Investigation Scenes
What clues can players find?
Are there puzzles to solve or riddles to interpret?
What deeper mystery is revealed here?
Social Encounters:
Who are they speaking with?
What information does the NPC have?
Is it truthful, a rumor, or a lie?
Combat Encounters:
What kind of creatures might appear? (ghosts, cultists, etc.)
What is learned through the battle?
Is someone sending enemies to test or delay the players?
Puzzle or Trap Encounters:
How do the players discover it?
What challenge does it present?
What new information is revealed on a success?
Twists & Complications
A suspect disappears
The villain changes tactics
An NPC betrays them
A key clue turns out to be a red herring
GM Tip: Let your players guide what they focus on. If they love investigating and roleplaying, don’t be afraid to skip or replace combat scenes with more social intrigue.
The End
The end should provide a satisfying conclusion – but it doesn't have to be set in stone. Your players’ choices in the beginning and middle should shape the outcome.
Key End Questions:
What has the party learned?
The clues lead to X or Y
They uncover relationships, patterns, or rituals
They understand the timing or location of the murders
What is the villain’s goal?
Summoning an otherworldy entity at the Harvest Festival?
Enacting revenge? Escaping justice?
How have the players changed the timeline or stakes?
Have they accelerated the ritual?
Made things worse with wild accusations?
Brought hope to a scared village?
Outcomes
If they succeed:
They’re rewarded by the mayor and/or villagers
The Harvest Festival happens on schedule
No more lives are lost
If they fail:
The entity is summoned
More villagers die
The party could be blamed – or perish in the attempt
Final encounter possibilities:
Large-scale combat with the villain or summoned horror
A tense social showdown where the villain can be talked down
A moral dilemma: saving one life versus many.
GM Reminder: Flexibility is crucial. Your ending doesn’t need to be cinematic perfection – it just needs to feel earned and engaging.
Scenes
Let’s talk more about scenes, which are the smaller building blocks of your adventure.
Above, we already included some scene examples – like “murder scenes.” Thees can include:
Exploration
Combat
Social interaction
Puzzles
Investigations
The key is to treat each scene as a moment of discovery or decision. Good scenes should give the players something – a clue, a challenge, a revelation, a choice.
Important Note: Your players will miss things. They’ll skip scenes, fail rolls, or ignore clues. That’s okay
Move the important clues somewhere else. You’re the only one who knows what was “supposed” to happen.
Collaboration & Flexibility
Sometimes your players will guess the villain immediately – let that inspire a twist! Maybe they were right… or maybe the person they suspect is a red herring, and the real villain is still plotting.
And sometimes, your players come up with a theory better than what you planned. Use it. It’s a collaborative story, not a script.
Scene Count
For a one-shot, aim for 3- 5 scenes, max. (Or don’t – there’s no scene police. Just know that more scenes – longer session.)
Final Thoughts
Hopefully this helped clarify how to structure your one-shot and how to build scenes that keep your players engaged. As a GM, flexibility is your greatest tool. Your players will go off script – just roll with it or gently guide them back.
And remember:
It’s a game. It should be fun.
Player engagement > perfect plot.
Stay tuned for Part Three, where we’ll talk about pacing and building player characters for your adventure.




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