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<blockquote data-quote="Lanefan" data-source="post: 5201417" data-attributes="member: 29398"><p>I just can't see this working in my game, in part because it doesn't bother me if the players decide to take 2 sessions to do what I thought they'd get done in an hour, and in part because if I had a set end point in mind for the session and they were dragging their heels it'd just take too much railroading and forcing of issues to get them there.</p><p></p><p>That, and I can never predict with any accuracy how long any given encounter or interaction will take. Even something as simple as walking through a village could take no time at all <span style="color: Yellow">"You pass through Ravenshire on your way to the coast." "OK."</span> or could take all night and into the next session <span style="color: yellow">"You pass through Ravenshire on your way to the coast." "[babble of voices]Wait. Is there anyone in Ravenshire with information that might help us? Is there a pub - Thog the Dwarf wants to get his drink on, and pick a fight while he's at it! Are there any available pockets to pick? [etc. etc.]"</span> with no way to predict which way things will go.</p><p></p><p>Combats are also unpredictable. One good critical can shorten things immensely, while some bad rolling can make it go on far longer than expected.</p><p></p><p>All in all, I start where the last session stopped and just carry on...and if someone's not there, tough; that person can always leave instructions ahead of time but otherwise knows their character(s) are at the mercy of the other players. (example: after this weekend I'm out of the games for a month - while my own games will stop I don't at all expect the game I play in to stop, nor do I expect my characters to vanish...I'll leave instructions and hope someone pays at least vague attention to them, and see what happens by the time I get back)</p><p></p><p>Lan-"stopping a session immediately after rolling for surprise is always fun"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5201417, member: 29398"] I just can't see this working in my game, in part because it doesn't bother me if the players decide to take 2 sessions to do what I thought they'd get done in an hour, and in part because if I had a set end point in mind for the session and they were dragging their heels it'd just take too much railroading and forcing of issues to get them there. That, and I can never predict with any accuracy how long any given encounter or interaction will take. Even something as simple as walking through a village could take no time at all [COLOR="Yellow"]"You pass through Ravenshire on your way to the coast." "OK."[/COLOR] or could take all night and into the next session [COLOR="yellow"]"You pass through Ravenshire on your way to the coast." "[babble of voices]Wait. Is there anyone in Ravenshire with information that might help us? Is there a pub - Thog the Dwarf wants to get his drink on, and pick a fight while he's at it! Are there any available pockets to pick? [etc. etc.]"[/COLOR] with no way to predict which way things will go. Combats are also unpredictable. One good critical can shorten things immensely, while some bad rolling can make it go on far longer than expected. All in all, I start where the last session stopped and just carry on...and if someone's not there, tough; that person can always leave instructions ahead of time but otherwise knows their character(s) are at the mercy of the other players. (example: after this weekend I'm out of the games for a month - while my own games will stop I don't at all expect the game I play in to stop, nor do I expect my characters to vanish...I'll leave instructions and hope someone pays at least vague attention to them, and see what happens by the time I get back) Lan-"stopping a session immediately after rolling for surprise is always fun"-efan [/QUOTE]
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