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General Tabletop Discussion
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How do people play so quickly? (# of sessions per adventure?)
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<blockquote data-quote="Cruentus" data-source="post: 9037285" data-attributes="member: 7034645"><p>My guess, and what I see in my 5e group, is that they tend to avoid the role-playing, investigation, exploration, NPC interaction, and only focus on combat and planning for said combat to maximize abilities and minimize damage. I wouldn't be surprised if that isn't also the case in other groups. The former group of "experiences" can be sticky from a clear rules and expectations perspective, while combat and (again, for my group) character optimization are very clear states, which also help the game go quickly, as its one set piece battle after the other. I ran a 5e Moonshaes game for 1 calendar year, bi-weekly 3 hour games, sandbox, VTT)</p><p></p><p>The thing that drew out (while I was playing) the Dragon Queen and STK combined campaigns to about 2 real time years, was 1) travel time, even though we easily acquired the flying castle; and 2) combats would take 90+ minutes to resolve). 2 years real time, 4 hours every other week VTT.</p><p></p><p>On the opposite side, I'm running a pbem Greyhawk game using a mash up of OSE and Beyond the Wall, and we've been playing since Sept '22 (emails multiple times a week, every other week scheduled time for VTT and combat, if necessary, and the party has managed to travel for about 3 days (in game), and is about 30 miles from their starting village. Now, they've had combats, run from combats, lost all their supplies and cart, picked up rumors about the post-invasion Sterich, are assisting a wizard who is researching ley lines and standing stone circles, and trying to establish themselves as merchants/traders. All while still at level 1, over 9 months. That's the type of game we are enjoying (open world, sandbox, OSE power levels, super flexibility, slow pace for interactions, lore building, etc.) 9 months real time, via email, 1 hour every other week VTT if necessary.</p><p></p><p>I've also run 5e AL adventures in 2 sessions with brand new middle schoolers, and without getting bogged down in rules (they don't know them all anyway), the game can go at a pace that is natural to them - what they want to ask about, who they talk to, what decisions they make, etc. That can either be fast or slow, but they accomplished the main goals of the adventure pretty quickly.</p><p></p><p>I would also say that I read online about a lot of in-person games. I feel like the pacing can be much quicker playing in person versus on a VTT. For me as a DM, it would be easier to shift gears or directions in person, since I wouldn't have to have the VTT preloaded with what I 'think' I will need for a session. A dry-erase board/mat to draw up regions, rooms, towns would be easier.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 9037285, member: 7034645"] My guess, and what I see in my 5e group, is that they tend to avoid the role-playing, investigation, exploration, NPC interaction, and only focus on combat and planning for said combat to maximize abilities and minimize damage. I wouldn't be surprised if that isn't also the case in other groups. The former group of "experiences" can be sticky from a clear rules and expectations perspective, while combat and (again, for my group) character optimization are very clear states, which also help the game go quickly, as its one set piece battle after the other. I ran a 5e Moonshaes game for 1 calendar year, bi-weekly 3 hour games, sandbox, VTT) The thing that drew out (while I was playing) the Dragon Queen and STK combined campaigns to about 2 real time years, was 1) travel time, even though we easily acquired the flying castle; and 2) combats would take 90+ minutes to resolve). 2 years real time, 4 hours every other week VTT. On the opposite side, I'm running a pbem Greyhawk game using a mash up of OSE and Beyond the Wall, and we've been playing since Sept '22 (emails multiple times a week, every other week scheduled time for VTT and combat, if necessary, and the party has managed to travel for about 3 days (in game), and is about 30 miles from their starting village. Now, they've had combats, run from combats, lost all their supplies and cart, picked up rumors about the post-invasion Sterich, are assisting a wizard who is researching ley lines and standing stone circles, and trying to establish themselves as merchants/traders. All while still at level 1, over 9 months. That's the type of game we are enjoying (open world, sandbox, OSE power levels, super flexibility, slow pace for interactions, lore building, etc.) 9 months real time, via email, 1 hour every other week VTT if necessary. I've also run 5e AL adventures in 2 sessions with brand new middle schoolers, and without getting bogged down in rules (they don't know them all anyway), the game can go at a pace that is natural to them - what they want to ask about, who they talk to, what decisions they make, etc. That can either be fast or slow, but they accomplished the main goals of the adventure pretty quickly. I would also say that I read online about a lot of in-person games. I feel like the pacing can be much quicker playing in person versus on a VTT. For me as a DM, it would be easier to shift gears or directions in person, since I wouldn't have to have the VTT preloaded with what I 'think' I will need for a session. A dry-erase board/mat to draw up regions, rooms, towns would be easier. [/QUOTE]
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