How to Run a Shadowrun One-Shot Using the Convention Exclusive Ammo Dice Set
By FanRoll by Metallic Dice Games | Published: 2026-09-15
Category: Guide pratiche
Plan and run a fast Shadowrun one-shot with the Convention Exclusive Ammo Dice Set, including ammo tracking rules, table flow, and cyberpunk RPG dice tips.
Quick answer
To run a Shadowrun one-shot with the Convention Exclusive Ammo Dice Set, pre-write a single run with three scenes, assign each player one ammo die for the session, and let that die track only the big combat moments. Roll it when a player fires full-auto or uses a grenade, and treat a low result as a spent magazine rather than a miss. Keep the rest of the dice pool as normal.
A Shadowrun one-shot lives or dies on pacing. You have one session to teach the rules, set the cyberpunk mood, and finish a run, so every extra die roll has to earn its place. The Convention Exclusive Ammo Dice Set gives you a physical, table-visible way to track ammo without turning combat into a spreadsheet.
This guide walks through planning the run, assigning the ammo dice, running the scenes, and handling the moments where ammo tracking usually stalls the table.
Plan a three-scene run before you touch the dice
Write the one-shot as three scenes: a meet, an infiltration or social obstacle, and a combat finale. Each scene should fit in roughly 30 to 40 minutes, which leaves time for rules explanations and snack breaks. Give every player one clear job in each scene so nobody sits out while the decker hacks a door for 20 minutes.
Decide in advance which scenes allow ammo dice. If you track ammo in every scene, the table slows down. If you only track it in the finale, the ammo dice feel special and the run stays fast. Most convention-style games work best when ammo tracking starts at the first shot fired.
- Common mistake: writing a run with five scenes. A one-shot needs three, not five.
- Checkpoint: if you cannot summarize each scene in one sentence, cut or merge it.
Assign ammo dice at the start of the session
Before play begins, hand each player one ammo die from the Convention Exclusive Ammo Dice Set and explain the rule in one sentence: this die tracks your ammunition, not your success. Players keep it next to their character sheet so everyone can see who is running low.
This is also the moment to explain that ammo dice are a pacing tool, not a punishment. A player who runs out of ammo is not out of the fight; they switch to a backup weapon, a blade, or a spell. That keeps the action moving and gives the ammo die a purpose beyond bookkeeping.
- Common mistake: letting players roll the ammo die on every single attack. Save it for full-auto, bursts, and heavy weapons.
- Checkpoint: every player should be able to repeat the ammo rule back to you before the first scene starts.
Use the ammo die only for high-volume fire
When a player fires a full-auto burst, throws a grenade, or empties a shotgun, have them roll the ammo die alongside their normal attack roll. A high result means the magazine holds; a low result means the magazine is spent and they need to reload or switch weapons. This keeps the ammo die tied to dramatic moments instead of routine shots.
If you are running Shadowrun ammo dice use for the first time, announce the rule before the roll, not after. Players accept a bad ammo result when they know the stakes. They resent it when it appears as a surprise ruling.
- Common mistake: applying ammo dice to single shots. That slows combat and makes the die feel like a tax.
- Checkpoint: after the first ammo roll, ask the table if the rule felt clear. Adjust before the finale.
Keep the cyberpunk mood between dice rolls
A Shadowrun one-shot is not only about rules; it is about tone. Describe neon rain, drone chatter, and the smell of soy caf between rolls. When a player runs out of ammo, narrate the click of an empty chamber instead of simply announcing a number. That small detail turns a bookkeeping moment into a story beat.
If your table enjoys tactile props, the Convention Exclusive Ammo Dice Set does double duty as set dressing. Leave the dice visible in a small tray so the ammo state of each character is part of the scene, not hidden on a character sheet.
- Common mistake: narrating only the hits. Empty magazines and near-misses build tension too.
- Checkpoint: every combat round should include at least one sensory detail beyond dice math.
Close the run with a clear ammo epilogue
End the one-shot with a short epilogue that resolves the ammo state of the team. Did they escape with empty magazines, or did they reload in time? This gives players a sense of closure and makes the ammo dice feel like part of the story rather than a forgotten mechanic.
If you plan to run the same one-shot again at another convention, note which ammo rules worked and which confused players. A single sentence in your prep notes is enough to improve the next session.
- Common mistake: ending mid-combat without resolving ammo. Players remember loose ends.
- Checkpoint: ask each player one thing they would change about the ammo rule for next time.
One-shot run order
- Write three scenes, not five: Draft a meet, a mid-run obstacle, and a combat finale. Assign each player one clear job per scene so no one waits through a long hacking sequence. Checkpoint: each scene fits in one sentence and 30 to 40 minutes.
- Hand out ammo dice before play: Give each player one ammo die from the Convention Exclusive Ammo Dice Set and state the rule once: this die tracks ammunition, not success. Keep the dice visible on the table. Checkpoint: every player can repeat the rule before the first scene.
- Roll ammo only on heavy fire: Trigger the ammo die on full-auto bursts, grenades, and shotgun blasts. A low result means the magazine is spent, so the player reloads or switches weapons. Common mistake: rolling ammo on every single shot, which slows combat.
- Narrate the empty click: When a magazine runs dry, describe the sound and the consequence instead of just announcing a number. Keep the cyberpunk tone alive between dice rolls. Checkpoint: each combat round includes one sensory detail beyond dice math.
- Resolve ammo in the epilogue: Close the session by describing the team's ammo state after the run. Note which ammo rules confused players so the next convention game runs cleaner. Next step: file your one-page prep sheet with the ammo notes for reuse.
Dice that fit a Shadowrun table
- Midnight Fantasy 16mm Poly Dice Set: From our legendary Kickstarter, Unicorn dice are a beautiful mix of transparent resins, which are then infused with prismatic glitter dust that changes from blues to purples to greens as it hits the light. Each 16mm polyhedral set comes with 7 dice (d4, d6, d8, d10, d10 (00-90), d12, and d20). The full 7-die polyhedral spread covers the standard Shadowrun dice pool, and the color-shifting resin reads well under convention lighting.
- Critical O's 16mm Resin Poly Dice Set: Critical O's are infused with real noodles! Not to be consumed. These are full-sized 16mm polyhedral dice sets that come with 7 dice (d4, d6, d8, d10, d10%(00-90), d12, and d20). A novelty set that stands out on a shared table, which helps players quickly identify their own dice during a fast one-shot.
- Ethereal Light Purple 10mm Mini Polyhedral Dice Set: Perfect for gaming anywhere, anytime! At 10mm, these mini dice sets easily fit in your pocket so you can bring your dice everywhere you go. Each polyhedral set comes with 7 dice (d4, d6, d8, d10, d10 (00-90), d12, and d20). Small enough to pack as a backup set for convention travel, so a lost or borrowed die never stalls the run.
- Tales of the Valiant Metal Dice Set: Silver w/ Light Blue Enamel: Made with solid zinc and plated with shiny-polished nickel, these 16mm metal dice sets are heavy in your hand, and are built to last. This is a full-sized 16mm polyhedral dice set that comes with 7 dice (d4, d6, d8, d10, d10... The weight and nickel plating make these a durable choice for a convention table where dice get passed around and dropped.
A Shadowrun one-shot works best when the rules stay light and the atmosphere stays heavy. Use the Convention Exclusive Ammo Dice Set to track only the loudest moments, keep the run to three scenes, and let the empty-magazine click do the storytelling for you.



