Neonchameleon
Legend
Double
Which is very good actual game time.We average about 3 hours of actual play per session.
Yup, you are very efficient and you skip stuff that usually slows down games. Pair it with very good actual play time per session and sure, you will move fast.I don't include a lot of "fluffy" stuff. I don't use verbose, purple language to describe unimportant details. I handwave extended travel scenes. I don't roleplay shopping sessions. My players don't like to belabor social encounters or puzzles - instead, preferring to roll some dice after a few minutes of talk.
In short, we get a lot done.
We average about 3 hours of actual play per session. I don't include a lot of "fluffy" stuff. I don't use verbose, purple language to describe unimportant details. I handwave extended travel scenes. I don't roleplay shopping sessions. My players don't like to belabor social encounters or puzzles - instead, preferring to roll some dice after a few minutes of talk. In short, we get a lot done.
Your posting is going too fast!Double
yes.I started running my weekly Daggerheart campaign at the beginning of November. We've missed only a few sessions and play for about 3 hours.
The characters are level 6 - in a 10-level game (which would be about equivalent to level 12 in D&D). So they reached level 6 in let's say around 10 sessions.
well, you know the answer already, so here is my take. 15 sessions does feel fast for me, but ultimately it depends on the scope of the campaign. For level 1 to 10 in DH (going by this being similar to 3 to 12 in 5e), I’d probably prefer 25 to 35I know the right answer is to ask the players and consider their feedback and my own thoughts. I'm curious if others here would find a 15-20 session campaign too fast. Any suggestions about how I could slow it down a little bit (if that ends up being what they want)?
If issue #1 is 100% true, then stick to your course. This is especially true if issues #3 & 4 are 100% true. They'll be happy about it in the end. Memories are not just made by time, but by other factors as well. I ran a month-long campaign one time that my players still talk about. That was four years ago. One month, that was it.I started running my weekly Daggerheart campaign at the beginning of November. We've missed only a few sessions and play for about 3 hours.
The characters are level 6 - in a 10-level game (which would be about equivalent to level 12 in D&D). So they reached level 6 in let's say around 10 sessions.
One of my players complained that we're going too fast for the campaign to feel epic and memorable. The other players have mentioned that they like the speed.
A few of my issues:
1) Our previous campaign (run by another GM) was very low power and slow paced, and they wanted something different.
2) I started Daggerheart not knowing if they would like it. Thus the campaign was created with low stakes and a small world - I haven't left myself much room for expansion.
3) We don't get to "high level" in other systems, so I really want to give them that opportunity now.
4) My campaigns tend to end in TPK or lose steam within 20 sessions. At this rate, we'll likely get to max level - the first time I've had a campaign do that in 30+ years in the hobby.
5) Daggerheart isn't designed as "widely" with decades of development like you'd find with D&D or Pathfinder. It doesn't have the number of spells, monsters, magic items, etc., to flesh out a campaign that other systems do. I don't want to run the same encounter with the same monsters 5 times - but that's basically what you have to work with if you want to run a typical D&D-style campaign.
I know the right answer is to ask the players and consider their feedback and my own thoughts. I'm curious if others here would find a 15-20 session campaign too fast. Any suggestions about how I could slow it down a little bit (if that ends up being what they want)?