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Starting first 5e D&D game - need some help about amount of sessions for campaign
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<blockquote data-quote="Ovinomancer" data-source="post: 7283953" data-attributes="member: 16814"><p>Well, you have a few more problems you haven't realized yet.</p><p></p><p>Firstly, the time between sessions. Given your statements about game burnout, I'm gathering your players aren't the 'take notes and discuss game events between sessions' type. This means you'll have problems running longer plots because the players will forget about them. The solution to this is a very episodic game where each session is essentially self contained. Small dungeons are great for this, google the 5 room dungeon design concepts. Also, you may was to lay in some rails for the sessions. While railroading is frowned on, your 4 hour, once a month (or longer) sessions mean you should approach this game more like a con game than a more traditional campaign. Use clear, obvious plots to drive the story. To make the game worthwhile though, you're going to have to work on being very flexible in how each challenge is resolved. You can also allow a good bit of leeway on how the plot wraps up to accommodate unexpected play. But you're going to have to set a plot for each session and manage pacing very well. This isn't easy, I'd suggest starting by modifying some prewritten short modules (some of the AL modules may be perfect for this) and working off of those until you're comfortable managing the play.</p><p></p><p>Secondly, time between sessions. Yeah, same topic, different problem. How are you going to manage players not being able to make scheduled sessions? It will happen, and with your limited play schedule, this is more likely to end your game than any other factor. Establish in your session zero if you'll play with 2 or 1 player present and what you'll do with absent players. Also establish if it's okay to add new players if someone wishes to join.</p><p></p><p>Secondly b) -- as a corollary, is meeting-up the main driver for the slow schedule? If so, I highly recommend looking into Roll20 or Fantasy Grounds for a digital meeting space. This will allow far more flexibility in timing and schedule so that you can meet more regularly. Roll20 offers free subscriptions that still are pretty good at letting your run a game. If you're willing to spend a little bit of money on a subscription, take a look at both platforms and see what you like -- they both do a good job at running online games.</p><p></p><p>Thirdly, are your player's as new to the game as you are to being a DM? I ask because the questions you're presenting as session zero questions are... well, not questions I'd ask. instead, I'd focus on establishing the themes of play: is this a heroic game or are you more a collection of antiheroes and scoundrels in a morally grey world? How are you going to handle PvP? Is it not allowed at all, are you going to use one of the targeted player narrates methods, or is it a free for all? What are the major themes of your game? Exploration of new frontiers, courtly intrigue, skullduggery in the undercity, murderhoboing? These are the questions (and statements) you need to establish in session zero. Get everyone on the same page, don't necessarily ask for preferences. Personally, I do the polling for what players are looking for much earlier in the campaign process than session zero. Session zero is for setting clear expectations and assumptions for the game so that everyone can make characters that work with each other and the setting. </p><p></p><p>Finally, I'll echo what others have said -- don't plan out your game in detail at the start because you will be disappointed. This is one of the big mistakes beginning DMs make -- biting off more than their skillset can handle. We all started somewhere, and most of us will admit that somewhere wasn't great. Take small bites. My advice is to work on your actual running skills and less on the story part at first. Don't wed yourself to a plot, instead borrow predone material and use it in your game. That will help you get accustomed to adventure design while you're ironing out the management of the game itself. Trying to balance your story and your world while learning these things (and they take practice; I'm still learning after 20 years) is a recipe for disaster (one many of us DMs have stories to back up, sheesh, my first game is still an embarrassing trainwreck).</p><p></p><p>So, in conclusion, I'd recommend revising your approach and just run short dungeon scenarios to start so that you get better at running and you aren't constantly having to remind your players of the plot -- it's new and fresh every game! You can level after every session, if you like, so that next sessions's game is with new abilities and powers. Again, for the schedule you're saying you're tied to, that may be the absolute best thing you can do to keep your players involved and coming back for more. Even in a short, well paced session, you can hit the roleplaying hammer quite well. Maybe have your players build the fantasy version of the A-Team?</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7283953, member: 16814"] Well, you have a few more problems you haven't realized yet. Firstly, the time between sessions. Given your statements about game burnout, I'm gathering your players aren't the 'take notes and discuss game events between sessions' type. This means you'll have problems running longer plots because the players will forget about them. The solution to this is a very episodic game where each session is essentially self contained. Small dungeons are great for this, google the 5 room dungeon design concepts. Also, you may was to lay in some rails for the sessions. While railroading is frowned on, your 4 hour, once a month (or longer) sessions mean you should approach this game more like a con game than a more traditional campaign. Use clear, obvious plots to drive the story. To make the game worthwhile though, you're going to have to work on being very flexible in how each challenge is resolved. You can also allow a good bit of leeway on how the plot wraps up to accommodate unexpected play. But you're going to have to set a plot for each session and manage pacing very well. This isn't easy, I'd suggest starting by modifying some prewritten short modules (some of the AL modules may be perfect for this) and working off of those until you're comfortable managing the play. Secondly, time between sessions. Yeah, same topic, different problem. How are you going to manage players not being able to make scheduled sessions? It will happen, and with your limited play schedule, this is more likely to end your game than any other factor. Establish in your session zero if you'll play with 2 or 1 player present and what you'll do with absent players. Also establish if it's okay to add new players if someone wishes to join. Secondly b) -- as a corollary, is meeting-up the main driver for the slow schedule? If so, I highly recommend looking into Roll20 or Fantasy Grounds for a digital meeting space. This will allow far more flexibility in timing and schedule so that you can meet more regularly. Roll20 offers free subscriptions that still are pretty good at letting your run a game. If you're willing to spend a little bit of money on a subscription, take a look at both platforms and see what you like -- they both do a good job at running online games. Thirdly, are your player's as new to the game as you are to being a DM? I ask because the questions you're presenting as session zero questions are... well, not questions I'd ask. instead, I'd focus on establishing the themes of play: is this a heroic game or are you more a collection of antiheroes and scoundrels in a morally grey world? How are you going to handle PvP? Is it not allowed at all, are you going to use one of the targeted player narrates methods, or is it a free for all? What are the major themes of your game? Exploration of new frontiers, courtly intrigue, skullduggery in the undercity, murderhoboing? These are the questions (and statements) you need to establish in session zero. Get everyone on the same page, don't necessarily ask for preferences. Personally, I do the polling for what players are looking for much earlier in the campaign process than session zero. Session zero is for setting clear expectations and assumptions for the game so that everyone can make characters that work with each other and the setting. Finally, I'll echo what others have said -- don't plan out your game in detail at the start because you will be disappointed. This is one of the big mistakes beginning DMs make -- biting off more than their skillset can handle. We all started somewhere, and most of us will admit that somewhere wasn't great. Take small bites. My advice is to work on your actual running skills and less on the story part at first. Don't wed yourself to a plot, instead borrow predone material and use it in your game. That will help you get accustomed to adventure design while you're ironing out the management of the game itself. Trying to balance your story and your world while learning these things (and they take practice; I'm still learning after 20 years) is a recipe for disaster (one many of us DMs have stories to back up, sheesh, my first game is still an embarrassing trainwreck). So, in conclusion, I'd recommend revising your approach and just run short dungeon scenarios to start so that you get better at running and you aren't constantly having to remind your players of the plot -- it's new and fresh every game! You can level after every session, if you like, so that next sessions's game is with new abilities and powers. Again, for the schedule you're saying you're tied to, that may be the absolute best thing you can do to keep your players involved and coming back for more. Even in a short, well paced session, you can hit the roleplaying hammer quite well. Maybe have your players build the fantasy version of the A-Team? [/QUOTE]
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