Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Gaming at work
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mearls" data-source="post: 3114459" data-attributes="member: 697"><p>As heirodule said, I've run a lunch time game for about 9 months now, with breaks here and there. Recently, I've thought about changing the format a bit.</p><p></p><p>Some advice:</p><p></p><p>First, the amount of stuff you can get through is almost entirely player driven. For a few sessions, I thought I had really messed up. We barely got through 1 encounter, whereas before we got through 2 or even 3. It turns out that one new player was taking FOREVER to take his actions. So, before you make estimates on how much stuff you expect to do, run a few weeks and see how quickly the the rounds flow.</p><p></p><p>Second, I try to avoid too much story. The players are there to fight monsters and get treasure. I usually handle treasure and XP via email.</p><p></p><p>For each session, I create one big encounter with several waves. I used the Fantastic Locations maps to make things faster and easier. I'd just lay out the maps and put monsters out as the players move across the area. Usually, each adventure was a simple quest on the map, like:</p><p></p><p>* Throw the item you found last adventure into the pit or pillar of flame on the map.</p><p>* Find and capture the NPC who's hiding somewhere on the map.</p><p>* Attack and take over this small fort, then defend it against an attacking band of monsters.</p><p></p><p>In many ways, these little adventures were more like miniatures game scenarios with plot elements tying them together. I found that wall-to-wall combat was a good way to keep the players excited. Downtime = very bad in a 1 hour game.</p><p></p><p>I'm tinkering with a slightly different format going forward, inspired by our Dungeon Tiles. For the next campaign, the characters enter and explore a big dungeon. I'm going to have them roll initiative at the start of the session, and then use that for everything they do. I'll lay down dungeon tiles showing only the areas they can see, picking them up as areas they already walked through fall outside the area of their lantern.</p><p></p><p>To keep things interesting, I'm making *liberal* use of wandering monsters. Each round, there's a flat chance that something comes around the corner. This places a big time pressure on the PCs to get into the dungeon, find whatever it is they are looking for, and get out.</p><p></p><p>If a session ends in the middle of a fight, I write down the initiative order and sketch a map showing where everyone is. I also note who's turn is next. When we next meet, we just dive back into the action.</p><p></p><p>So far, it's worked pretty well. There isn't much RP, but it works because everyone simply expects a big fight.</p><p></p><p>I haven't tried the dungeon thing yet. That will probably start next week.</p></blockquote><p></p>
[QUOTE="mearls, post: 3114459, member: 697"] As heirodule said, I've run a lunch time game for about 9 months now, with breaks here and there. Recently, I've thought about changing the format a bit. Some advice: First, the amount of stuff you can get through is almost entirely player driven. For a few sessions, I thought I had really messed up. We barely got through 1 encounter, whereas before we got through 2 or even 3. It turns out that one new player was taking FOREVER to take his actions. So, before you make estimates on how much stuff you expect to do, run a few weeks and see how quickly the the rounds flow. Second, I try to avoid too much story. The players are there to fight monsters and get treasure. I usually handle treasure and XP via email. For each session, I create one big encounter with several waves. I used the Fantastic Locations maps to make things faster and easier. I'd just lay out the maps and put monsters out as the players move across the area. Usually, each adventure was a simple quest on the map, like: * Throw the item you found last adventure into the pit or pillar of flame on the map. * Find and capture the NPC who's hiding somewhere on the map. * Attack and take over this small fort, then defend it against an attacking band of monsters. In many ways, these little adventures were more like miniatures game scenarios with plot elements tying them together. I found that wall-to-wall combat was a good way to keep the players excited. Downtime = very bad in a 1 hour game. I'm tinkering with a slightly different format going forward, inspired by our Dungeon Tiles. For the next campaign, the characters enter and explore a big dungeon. I'm going to have them roll initiative at the start of the session, and then use that for everything they do. I'll lay down dungeon tiles showing only the areas they can see, picking them up as areas they already walked through fall outside the area of their lantern. To keep things interesting, I'm making *liberal* use of wandering monsters. Each round, there's a flat chance that something comes around the corner. This places a big time pressure on the PCs to get into the dungeon, find whatever it is they are looking for, and get out. If a session ends in the middle of a fight, I write down the initiative order and sketch a map showing where everyone is. I also note who's turn is next. When we next meet, we just dive back into the action. So far, it's worked pretty well. There isn't much RP, but it works because everyone simply expects a big fight. I haven't tried the dungeon thing yet. That will probably start next week. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Gaming at work
Top