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How long is your sessions, and how do I extend my?
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<blockquote data-quote="Kyramus" data-source="post: 371235" data-attributes="member: 7072"><p>I run a once a week (saturday) session that is at least 8 hours. If the parties involved want to continue with add an extra hour or two.</p><p></p><p>We used to play the overnighters, the 48 hours, etc, but that was when we were in highschool and don't have responsibilities and such.</p><p></p><p>I'm the type of DM that has a lot of tuff written out and when I'm not running the game, I'm fleshing out more NPCs, more areas, more political intrigue, different avenues and possibilities of adventures, checking character background to see what can be brought up for character development, what evil villian did they miss or misses them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Suggestion to extend your game.......</p><p>1) Find out what everyone's schedule is like. If they can devote 8 hours, once a week. Hold them to that. Have allowances for possible things that come up, IE inform everyone if there is no session several days in advance. I tend to inform everyone about 4 days in advance, sometimes a week in advance if there is no game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>2) Imagine you are looking at the pc's from above. And the lines that they can possible take. Pick 4 and make a skeleton map of what the adventure would be about, monsters, any npcs. Pick another 2 and title it, make sure the title gives you enough of an idea of what's supposed to happen. When in play and the pc's do walk on any of the 4 possible avenues, youa re ready. If they walk on the other 2 avenues, you can prepare that as you adlib along without much problems.</p><p></p><p>3) When you are running the game and seeing it slow down, find some way to keep the game moving. The party stops to bicker about who get's what item while still inside the dungeon flled with monsters. Make a listen check and if a monster hears them, goes to check on them and maybe attack the most unsuspecting one of them, or the lone guard.</p><p></p><p>4) Never let the players boredom make you bored. When you see them getting restless, check where you are in the game and add an extra encounter, a trap, anything to make them do something. Roll dice for no reason. Say they are so lucky. Then keep going. Don't tell them what the die roll is for. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Kyramus, post: 371235, member: 7072"] I run a once a week (saturday) session that is at least 8 hours. If the parties involved want to continue with add an extra hour or two. We used to play the overnighters, the 48 hours, etc, but that was when we were in highschool and don't have responsibilities and such. I'm the type of DM that has a lot of tuff written out and when I'm not running the game, I'm fleshing out more NPCs, more areas, more political intrigue, different avenues and possibilities of adventures, checking character background to see what can be brought up for character development, what evil villian did they miss or misses them ;) Suggestion to extend your game....... 1) Find out what everyone's schedule is like. If they can devote 8 hours, once a week. Hold them to that. Have allowances for possible things that come up, IE inform everyone if there is no session several days in advance. I tend to inform everyone about 4 days in advance, sometimes a week in advance if there is no game. :) 2) Imagine you are looking at the pc's from above. And the lines that they can possible take. Pick 4 and make a skeleton map of what the adventure would be about, monsters, any npcs. Pick another 2 and title it, make sure the title gives you enough of an idea of what's supposed to happen. When in play and the pc's do walk on any of the 4 possible avenues, youa re ready. If they walk on the other 2 avenues, you can prepare that as you adlib along without much problems. 3) When you are running the game and seeing it slow down, find some way to keep the game moving. The party stops to bicker about who get's what item while still inside the dungeon flled with monsters. Make a listen check and if a monster hears them, goes to check on them and maybe attack the most unsuspecting one of them, or the lone guard. 4) Never let the players boredom make you bored. When you see them getting restless, check where you are in the game and add an extra encounter, a trap, anything to make them do something. Roll dice for no reason. Say they are so lucky. Then keep going. Don't tell them what the die roll is for. :) Hope this helps. [/QUOTE]
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