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<blockquote data-quote="MrWildman" data-source="post: 4057432" data-attributes="member: 51928"><p>My "4-hour sessions" usually last five or six. Sometimes they'll go an hour or two longer.</p><p>Back in AD&D days we'd have "beer & pretzels" games that would go 12-14 hours, but they were pretty random. Easy to DM.</p><p></p><p>Just last fall I DMed a 10 1/2 hour session. Our weekly game starts midnight friday/saturday morning (ya play when ya can) and usually lasts until 4 or 5 a.m. The previous week we had started a campaign tailor-made to my three players' tastes. It was a big hit <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> and they eagerly awaited the next chapter.</p><p>My plan had been to advance them to 2nd level, amid much ceremony and RPing, at about the third hour and finish up an hour or so later. Instead, we had so much fun exploring their new abilities and such (<em>"Ooh. . . more Hit Points!"</em> ) that the game didn't wrap up until almost 11 a.m.</p><p>Apparently I spent the last hour or so in a hypnotic, child-like state. Next session my players showed me their character sheets, gleefully pointing out the myriad powerful "shiny things" I'd given them (supported by my own "<em>scribbly-er</em> than usual" notes). They cheerfully agreed to losing the abusable powers. Amusingly, they asked to keep the items as decorative objects, citing my dreamy, rambling descriptions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Peace.</p></blockquote><p></p>
[QUOTE="MrWildman, post: 4057432, member: 51928"] My "4-hour sessions" usually last five or six. Sometimes they'll go an hour or two longer. Back in AD&D days we'd have "beer & pretzels" games that would go 12-14 hours, but they were pretty random. Easy to DM. Just last fall I DMed a 10 1/2 hour session. Our weekly game starts midnight friday/saturday morning (ya play when ya can) and usually lasts until 4 or 5 a.m. The previous week we had started a campaign tailor-made to my three players' tastes. It was a big hit :cool: and they eagerly awaited the next chapter. My plan had been to advance them to 2nd level, amid much ceremony and RPing, at about the third hour and finish up an hour or so later. Instead, we had so much fun exploring their new abilities and such ([I]"Ooh. . . more Hit Points!"[/I] ) that the game didn't wrap up until almost 11 a.m. Apparently I spent the last hour or so in a hypnotic, child-like state. Next session my players showed me their character sheets, gleefully pointing out the myriad powerful "shiny things" I'd given them (supported by my own "[I]scribbly-er[/I] than usual" notes). They cheerfully agreed to losing the abusable powers. Amusingly, they asked to keep the items as decorative objects, citing my dreamy, rambling descriptions. :D Peace. [/QUOTE]
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