Frequent short sessions vs infrequent long sessions

redrick

First Post
Thanks for all your responses. It's helpful to know about what other people's experiences were making the transition. [MENTION=6779018]Chris633[/MENTION], I think the idea of doing mini VTT sessions in between larger in-person sessions is intriguing, especially once kids get in the mix. It's not that hard to find 2 hours once a week to sit down in front of a webcam.

Anyway, we're more or less locked into Sundays for now because it's the only day that works regularly for one of our mainstay members, and since summer is coming and getting out of town whenever possible is a NY summer tradition, we'll probably be trying the longer, infrequent thing out.
 

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MNblockhead

A Title Much Cooler Than Anything on the Old Site
I run a monthly 8 hour game on a Saturday. Which Saturday changes based on player availability.

I much prefer a longer game. 4 hours is to short. You generally end the session in the middle of a dungeon, etc. So if you have weekly 4-hour games, it seems you frequently have to have someone run another players game. I try to have my session end with a quest complete. If some misses the next game, their character just was not part of that mission.

Frequent, shorter games work best when you are in high-school or college, or have a group of players with no kids and 9-to-5-forget-work-when-you-leave-the-building jobs.

If you have players who are parents and professionals, it gets more difficult to keep up a campaign of frequent, shorter sessions.

To make the infrequent, lengthy sessions work, consider some of these tips:

ONE: Use a scheduling program/service. I use Doodle. Trying to schedule sessions by e-mailing people back and forth sucks the fun out of life.

TWO: Use milestone leveling. Don't bother with XP.
When I started my campaign, I had a complex XP system based on ideas from the DMG. You had normal combat XP, XP for solving different levels of challenges , and XP for reaching certain milestones. What a way to turn my game into an accounting task. Even more problematic, it would take YEARS to level up through all tiers. Now I level up per session. Each month we play a different level. That weay we can experience all levels of the game in 20 month.

THREE: Focus on adventures more than campaigns.
I hate writing this because for about half a year before starting my campaign, a created a detailed world with a number of big story lines. While a map and some details on cultures, groups, and regions are helpful, now I think you just prep for your next game and let the storylines build themselves in reaction to player decisions.

CONSIDER THE SEMI SANDBOX
It is hard to plan for a long session and have the players decide not to take the bait. This is how I handle that. At the end of a session, I role-play and metagames with the players to determine what their next session will be. At this point, there are so many rumors, storylines, loose strings, and my huge world map, that the players can basically decide what they want to do and where they want to go. Then I spend the month preparing the next adventure based on that, for the new level they will be playing at. If, at the next session, they decide, nah, we no longer want to do that, I used to have some drop-in adventures, which worked well at lower levels, but it is getting very difficult to accommodate that at higher levels. If they change their minds between sessions, we are pulling out the board games.

OR, JUST RAILROAD
Monthly, long sessions lend themselves to playing old school. Play a module per session. The Tales From the Yawning Portal is a good book to use for monthly, long sessions. Players don't choose where to go. They start the session at the location. DM just says, you followed a rumor and an old map to the Shrine of Cum'tu`dai, as you search the ruins of the city it was supposed to have been located, you fall into a hole ..."

... and the session starts.
 

Psikerlord#

Explorer
As someone who has made this transition, here are my thoughts. Because of our schedules my group decided to move our game online using Fantasy Grounds. My group plays a weekly online game that last for 2hrs approximately. Once every month or two we get together for a 7hr-ish live game. I wouldn't give up the weekly game for anything. Even though it's only two hours and not even in person, we get a lot of enjoyment out of it. It keeps everything fresh. One of the other players GMs a second game that we play infrequently and it just isn't as fun as our weekly game. So I say keep it weekly, even if shorter, and get together when you can for a longer game.


Sent from my iPad using Tapatalk
I agree and believe 2 hr weekly sessions are way better than irregular whole days etc. Less to prep, punchy, and bec it's every week stuff is fresh in your mind. roll20 etc are a new golden age of rpg I think
 

CydKnight

Explorer
I personally prefer playing at a regular day and time every week both as a DM and a player. When it's a regular thing, people will tend to want to keep it in that same time frame because they don't have to think about it. Most of us work around structured times: work, exercise, eating meals, etc. So the mindset is already there. We seem to take comfort that at a certain time on a certain day we will always be doing something that is exciting and fun for us.
 

S'mon

Legend
Attendance at my regular weekly Sunday game is very good, whereas fortnightly & less frequent games seem to suffer, esp if not on a regular schedule.
 

DM Howard

Explorer
When it started out my group met once a month, gaming until we’re were done. The date would all depend on everyone’s schedules, and we started having months where gaming just wouldn’t happen. I then switched to more frequent sessions at twice a month, but limited to four-ish hours, and things got much better. Meanwhile, I’m a player in a weekly group that only games for 1.5 – 2 hours, and the attendance is impeccable.

I think there are a multitude of factors. Ultimately people either want to game and can commit to gaming, or they won’t/can’t. Life stuff will come up, but I’m not sure there’s any one magical sweet spot for gaming schedules. I spent years catering to everyone else’s schedules and it started to drive me batty, while only ensuring that we gamed less, not more. So, ultimately, I just go with what suits me. And I am a happier Ralif for it, on the whole.

I'm stepping into this situation right now. My friends all live in the Kansas City Metro and I'm about 40 minutes away from any of their houses, so we really haven't been gaming much or they haven't been gaming with me. I set up a monthly game that I'll be DMing for which will last about four hours next Sunday starting at 8:00 AM and going until noon because, unfortunately, one our players works in the afternoon that day, but Sunday worked best for another player who has a baby to care for with his wife. I'm pretty afraid that we are going to lose about an hour's worth of time in the "let's catch up" phase, but I'm hoping I can speed things along and keep the game moving. However, I don't have a huge amount of faith in their desire to want to keep going, but I'll have to wait and see. If this dissolves, I give up, I'll probably try to run some Adventurer's League at my not-so-favorite local game store (glorified card shop) and see if I can get some games going or join something on Roll20. I completely understand that everyone has differing schedules, but I don't feel like once every other week, heck even the once a month I am setting up, is asking that much when I'm doing all the work as the DM.
 

Good luck! I would agree, it shouldn’t be too much to ask for players to show up, especially for just once a month. Sure, life stuff happens, but it’s not that hard to set aside one or two weekend days a month to game most of the time.

As long as we’ve got a majority of people, I try to get the adventure started by 15-30 minutes after start time. Anyone that hasn’t made it yet just has to jump in when they get there.

If it doesn’t work out, an AL open table could totally work. That weekly AL group of mine has gotten so big we’re likely adding a second DM (me, actually).


If this dissolves, I give up, I'll probably try to run some Adventurer's League at my not-so-favorite local game store (glorified card shop) and see if I can get some games going or join something on Roll20. I completely understand that everyone has differing schedules, but I don't feel like once every other week, heck even the once a month I am setting up, is asking that much when I'm doing all the work as the DM.
 

DM Howard

Explorer
Good luck! I would agree, it shouldn’t be too much to ask for players to show up, especially for just once a month. Sure, life stuff happens, but it’s not that hard to set aside one or two weekend days a month to game most of the time.

As long as we’ve got a majority of people, I try to get the adventure started by 15-30 minutes after start time. Anyone that hasn’t made it yet just has to jump in when they get there.

If it doesn’t work out, an AL open table could totally work. That weekly AL group of mine has gotten so big we’re likely adding a second DM (me, actually).

Thanks! Yeah, I'm a bit baffled by it, and my wife said something like, "Well you can't expect to game every week, that's not very realistic." but she goes over to her parents house every week (but that's OK, see, because it's NOT gaming!). *sigh*

The guys tend to be pretty punctual, it's just the huge amount of out-of-game socializing that will most assuredly occur since we don't see each other that often. Funnily, I feel like it we had a weekly or bi-weekly game then we would get more done in the same amount of time.

The AL open table might be something I end up doing anyway, as once a month isn't enough for me, especially since I have given up computer/console gaming.
 

S'mon

Legend
I have a weekly Sunday 5e game, nominally 1.30pm-6pm. We probably get about 3.5 hours of actual play in on average - most players turn up 1pm-1.30pm and we are often ready to start by 2pm. The players are excellent about making time for it although most are busy professionals. I think the regular schedule helps a lot. Also I'm quite a good GM. :D
 

Calithorne

Explorer
The kind of people you want in your group are "broken glass" people, people who will play D&D consistently, every week, even if they have to walk on their bare feet over broken glass to do it. I have such a group, including one man who has had to fight his girlfriend over the issue, because she REALLY doesn't want him to play.
 

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