That game ran for 12 years.
Always curious about the frequency and hour length of a game like this. Is it weekly?
That game ran for 12 years.
It was weekly for the first year or two, then very intermittent for a year or two, then weekly for a while, then twice weekly (too many players so they split up into two groups running on different nights) for most of the last six years.Always curious about the frequency and hour length of a game like this. Is it weekly?
It was weekly for the first year or two, then very intermittent for a year or two, then weekly for a while, then twice weekly (too many players so they split up into two groups running on different nights) for most of the last six years.
Typical evening sessions, so 4 hours or so each with some variance; and maybe one all-day session a year just for kicks.
I like to have a Session Zero that includes group PC creation wherein the players decide on preexisting relationships between the PCs. I very much dislike having opening scenes where the players are all strangers who have to introduce themselves.
I also find it hard on my suspension of disbelief when two people who only met yesterday are suddenly willing to risk life and limb for each other.
There's ways to make this highly believable in the fiction, however.
Oh indeed it can be done, and at one time was the norm, but it's not my personal preference anymore. I actually reaffirmed my preference recently when I started watching AP videos on YT. Several times I've watched groups struggle to get good starts to games when the PCs are unknown to each other, often wasting whole sessions on what I feel is pointless banter and fake suspicion and hostility to just end up deciding to work as a cohesive group anyway. Which is the basis of my preference. TTRPGs for the most part, are about a group of individuals that pretty much trusts each other and supports each other in order to tackle precarious situations. While I do like the occasional PC vs PC hiccup, having PCs who are actively working against the group dynamic makes for a poor game in me experience. Plus, as I stated earlier, the idea that people who have just met, no matter the circumstances of how, suddenly being willing to risk physical harm or even death to protect one another inhibits my suspension of disbelief. All of those things are instantly avoided if the PCs are a group of people who have already known each other for an appreciable amount of time before the game begins. Just my personal preference really. But since I will not run a campaign without having a Session Zero that includes cooperative PC creation, it's simple enough to tell players to make PCs that already know each other and trust each other and all that good stuff.It is desirable to establish connections between characters, but you can come up with scenarios that don't require that.
I don't consider those sessions wasted in the slightest, for a string of reasons:Oh indeed it can be done, and at one time was the norm, but it's not my personal preference anymore. I actually reaffirmed my preference recently when I started watching AP videos on YT. Several times I've watched groups struggle to get good starts to games when the PCs are unknown to each other, often wasting whole sessions on what I feel is pointless banter and fake suspicion and hostility to just end up deciding to work as a cohesive group anyway.