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How long should an after work online gaming session be ideally?
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<blockquote data-quote="jgsugden" data-source="post: 9245227" data-attributes="member: 2629"><p>2 to 6 hours depending upon the group and situation. Whatever works for everyone.</p><p></p><p>In my current Wednesday night online game (in which I am a player) we start at my 10 PM (7 PM for West Coast players) and play 2.5 to 3 hours. By the end, some of the West Coasters are fading and falling asleep at the table. Combined with the distractions of having a family constantly bothering the people in their 7 PM situation, it can get rough to stay on game. Some nights we go 2 hours or less.</p><p></p><p>In my in person game, I don't like to travel unless we'll get at least 3.5 hours to play - especially when I DM and am bringing materials (such as at a game store game). I prefer to be prepared to run things regardless of what the PCs decide, so I bring a big setup that allows me to improvise with maps, figures, etc... for a wide range of possibilities. If I put together my kit and then go to a game and it either starts late, ends early or gets a last minute no-show cancellation I am frustrated. I am a big fan of cliff-hanger endings to make sure I know what the opening beats of the next session will be (and to give PCs a bit of time to think through their next actions - and to foster engagement) ... and it is hard to wrap the cliff hanger and set up the next if the session is too short.</p><p></p><p>I played in one group that ran 6 hours twice a week on weeknights. 6 to midnight. We had one summer together before people were going to be going their own ways and we wanted to run one more campaign. We added a couple long weekend sessions and took the (3E) characters to above 20th level over that summer. Life was simpler back in the early 2000s and I devoted more of my life to the game. We felt the pressure of the impending split which gave the game additional focus and intensity. For a couple of the players, it was the last D&D they've played.</p><p></p><p>All in all, my preference for a weeknight game is 4 hours.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9245227, member: 2629"] 2 to 6 hours depending upon the group and situation. Whatever works for everyone. In my current Wednesday night online game (in which I am a player) we start at my 10 PM (7 PM for West Coast players) and play 2.5 to 3 hours. By the end, some of the West Coasters are fading and falling asleep at the table. Combined with the distractions of having a family constantly bothering the people in their 7 PM situation, it can get rough to stay on game. Some nights we go 2 hours or less. In my in person game, I don't like to travel unless we'll get at least 3.5 hours to play - especially when I DM and am bringing materials (such as at a game store game). I prefer to be prepared to run things regardless of what the PCs decide, so I bring a big setup that allows me to improvise with maps, figures, etc... for a wide range of possibilities. If I put together my kit and then go to a game and it either starts late, ends early or gets a last minute no-show cancellation I am frustrated. I am a big fan of cliff-hanger endings to make sure I know what the opening beats of the next session will be (and to give PCs a bit of time to think through their next actions - and to foster engagement) ... and it is hard to wrap the cliff hanger and set up the next if the session is too short. I played in one group that ran 6 hours twice a week on weeknights. 6 to midnight. We had one summer together before people were going to be going their own ways and we wanted to run one more campaign. We added a couple long weekend sessions and took the (3E) characters to above 20th level over that summer. Life was simpler back in the early 2000s and I devoted more of my life to the game. We felt the pressure of the impending split which gave the game additional focus and intensity. For a couple of the players, it was the last D&D they've played. All in all, my preference for a weeknight game is 4 hours. [/QUOTE]
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