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<blockquote data-quote="haakon1" data-source="post: 5012090" data-attributes="member: 25619"><p>I agree with most of your advice, but I don't follow these three points you made -- self-contained, redoing characters in between sessions, and long game time between sessions. </p><p></p><p>Self-contained:</p><p>Instead, I run it like a normal game, where we'll look for a normal stopping point, but it might take 3-4 or more sessions to finish an adventure. I think players would rather than get a fully satisfying game (played slowly) than a quick drive through experience and an unconnected experience the next game.</p><p></p><p>Long game time between adventures:</p><p>You could do this, but I don't think it's by any means required. I have a game where 8 months of game time have passed in ten years of play, and no one complains about that.</p><p></p><p>Redoing characters between sessions:</p><p>I'd caution against this. The main difficulty in infrequent gaming is remembering what's going on and continuity. The secondary difficulty is lack of time by the participants. Neither of these is served by putting emphasis on rebuilds.</p><p></p><p>Which comes down to a keep point: I think infrequent gaming works for people who are interested in story and in action.</p><p></p><p>For players who are interested in tinkering with new builds and new rules, it's going to be frustrating, since they won't get to use them much.</p></blockquote><p></p>
[QUOTE="haakon1, post: 5012090, member: 25619"] I agree with most of your advice, but I don't follow these three points you made -- self-contained, redoing characters in between sessions, and long game time between sessions. Self-contained: Instead, I run it like a normal game, where we'll look for a normal stopping point, but it might take 3-4 or more sessions to finish an adventure. I think players would rather than get a fully satisfying game (played slowly) than a quick drive through experience and an unconnected experience the next game. Long game time between adventures: You could do this, but I don't think it's by any means required. I have a game where 8 months of game time have passed in ten years of play, and no one complains about that. Redoing characters between sessions: I'd caution against this. The main difficulty in infrequent gaming is remembering what's going on and continuity. The secondary difficulty is lack of time by the participants. Neither of these is served by putting emphasis on rebuilds. Which comes down to a keep point: I think infrequent gaming works for people who are interested in story and in action. For players who are interested in tinkering with new builds and new rules, it's going to be frustrating, since they won't get to use them much. [/QUOTE]
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