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General Tabletop Discussion
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Art of Roleplaying - Pacing and Plot
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<blockquote data-quote="maddman75" data-source="post: 1303616" data-attributes="member: 2673"><p>That's a good point, and something that would need to be prepared for.</p><p></p><p>If a session is going too long, I can see two options. The first would be to turn it into a cliffhanger. Stop it right in the middle or just before something big happens. Only catch is you'd have to make sure you have enough to play with in the next session.</p><p></p><p>The other option is to trim a little fat to try and get it done. If you have two small encounters then the main climax, well just cut out the smaller encounters or remove some obstacles.</p><p></p><p>One reason I'm looking into this is in a few months I'll likely be taking over our marathon sessions again. I need a deeper understanding of pacing to really make such long gaming sessions as fun as they can be. </p><p></p><p></p><p></p><p>I've done this before to great effect. Essentially, you set up a larger subset of the intro/conflict/resolution model. The first campaign sets up the world, establishes the characters, and introduces the villians. The second one continues their adventures, brings the villian and the heros into direct confrontation. The third is when the heros finally face and vanquish the villian. Kind of like the Star Wars original trilogy.</p></blockquote><p></p>
[QUOTE="maddman75, post: 1303616, member: 2673"] That's a good point, and something that would need to be prepared for. If a session is going too long, I can see two options. The first would be to turn it into a cliffhanger. Stop it right in the middle or just before something big happens. Only catch is you'd have to make sure you have enough to play with in the next session. The other option is to trim a little fat to try and get it done. If you have two small encounters then the main climax, well just cut out the smaller encounters or remove some obstacles. One reason I'm looking into this is in a few months I'll likely be taking over our marathon sessions again. I need a deeper understanding of pacing to really make such long gaming sessions as fun as they can be. I've done this before to great effect. Essentially, you set up a larger subset of the intro/conflict/resolution model. The first campaign sets up the world, establishes the characters, and introduces the villians. The second one continues their adventures, brings the villian and the heros into direct confrontation. The third is when the heros finally face and vanquish the villian. Kind of like the Star Wars original trilogy. [/QUOTE]
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