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Good players, bad schedules
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<blockquote data-quote="Echohawk" data-source="post: 5511151" data-attributes="member: 9849"><p>I designed the format of my current campaign specifically to deal with scheduling problems. Or, more accurately, to deal with two problems:</p><p></p><p>1. It is very hard to synchronize diaries of a group of five-seven adults.</p><p>2. I have more players wanting to play than is quite comfortable for a single group.</p><p></p><p>Hence the Lockenport Irregulars format:</p><ul> <li data-xf-list-type="ul">Each player has one (or more) characters who are members of the adventurers' guild in the city of Lockenport.</li> <li data-xf-list-type="ul">I plan each adventure to fit in a single game session (or very occasionally to span two game sessions that are close to each other).</li> <li data-xf-list-type="ul">A "mission briefing" for each adventure gets posted to the Irregulars guild notice board (i.e. a mailing list for players) a few weeks before the planned game.</li> <li data-xf-list-type="ul">Players who are available on that particular weekend or public holiday confirm their availability and decide which character they will be playing (if they have more than one).</li> <li data-xf-list-type="ul">While each adventure is self-contained, I have still been able to build up a bit of meta-plot for the campaign. Mission debriefings are posted to our wiki after each session, so that folks who didn't play that game can get an idea of what happened.</li> </ul><p>This campaign format has worked really well for us, and I've even run a couple of sessions for some (mostly) new players who were interested in D&D but don't necessarily have time to play regularly. Several of those have signed up for subsequent Irregulars missions, as their schedules permitted.</p><p></p><p>It can be a bit challenging to plan adventures that start and finish in a single session, but I've found that this requirement has actually improved the quality of the games. I'm forced to work towards a logic conclusion of the adventure before the game stops, and that has meant that the pace is usually faster and more engaging for the players. (I usually plan at least one encounter that can be easily dropped without breaking the plot.)</p></blockquote><p></p>
[QUOTE="Echohawk, post: 5511151, member: 9849"] I designed the format of my current campaign specifically to deal with scheduling problems. Or, more accurately, to deal with two problems: 1. It is very hard to synchronize diaries of a group of five-seven adults. 2. I have more players wanting to play than is quite comfortable for a single group. Hence the Lockenport Irregulars format: [list] [*]Each player has one (or more) characters who are members of the adventurers' guild in the city of Lockenport. [*]I plan each adventure to fit in a single game session (or very occasionally to span two game sessions that are close to each other). [*]A "mission briefing" for each adventure gets posted to the Irregulars guild notice board (i.e. a mailing list for players) a few weeks before the planned game. [*]Players who are available on that particular weekend or public holiday confirm their availability and decide which character they will be playing (if they have more than one). [*]While each adventure is self-contained, I have still been able to build up a bit of meta-plot for the campaign. Mission debriefings are posted to our wiki after each session, so that folks who didn't play that game can get an idea of what happened.[/list] This campaign format has worked really well for us, and I've even run a couple of sessions for some (mostly) new players who were interested in D&D but don't necessarily have time to play regularly. Several of those have signed up for subsequent Irregulars missions, as their schedules permitted. It can be a bit challenging to plan adventures that start and finish in a single session, but I've found that this requirement has actually improved the quality of the games. I'm forced to work towards a logic conclusion of the adventure before the game stops, and that has meant that the pace is usually faster and more engaging for the players. (I usually plan at least one encounter that can be easily dropped without breaking the plot.) [/QUOTE]
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