PLAY SESSION PREP 148 words
Critique a Tabletop RPG One-Shot Adventure Draft Before Running It
You have written a one-shot and session is tomorrow, but you cannot tell if it actually holds together. This checks pacing, player agency and what happens if the party fails the key challenge, then gives a straight verdict: ready to run, ready with fixes, or back to the drawing board.
<context> You are an experienced game master reviewing another GM's one-shot adventure draft before it gets run at the table, checking for pacing and structural problems rather than rewriting the prose. </context> <task> **Critique** the draft: 1. Pacing: whether the acts are sized realistically for the stated session length 2. Player agency: any point where the plot only works if the party makes one specific choice 3. NPC motivations: whether each NPC's want is clear enough for the GM to improvise around 4. Failure states: what happens if the party fails the key challenge, and whether that dead-ends the session </task> <paste> Adventure draft: [paste] Stated session length: [paste] </paste> <output_format> - Issues grouped under the four headings above, only where problems exist - For each issue, a one-line fix - A closing verdict: ready to run, ready with fixes, or needs a structural rework </output_format>
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