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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="Raven Crowking" data-source="post: 5498893" data-attributes="member: 18280"><p>I run on weeknights, too! (Tonight as a matter of fact!) I run between 3-6 players, depending upon the session. There will be four tonight.</p><p></p><p>I also like to include a lot of description. Sometimes I am perhaps too chatty.</p><p></p><p>For me, the 1st encounter (“Across the Swamp Lands.”) would take maybe 5 minutes tops. I wouldn't even bother with initiative, just a general idea, and make the rolls from there. </p><p></p><p>The 2nd encounter (“The River”) would likely involve their coming up with a plan, making whatever rolls they needed to, and then moving on.</p><p></p><p>For me, these first two encounters wouldn't require any major context shift.</p><p></p><p>The 3rd encounter (“The Hermit’s Hut”) would probably take the longest, as this is the sort of interaction my players tend to enjoy. In fact, I would say that if any part of the sequence takes longer than I'd expect, it would be this one. OTOH, my players are pretty driven to get past the diversions and move on.</p><p></p><p>The 4th encounter (“Bandit Attack”) is described as an easy combat encounter, and so should take no more than 1-3 rounds in RCFG (and that only if the players are rolling poorly). How long combats take in your system of choice, and how much you need to look up to run combats, is definitely a factor.</p><p></p><p>But, seriously, would these four encounters go over an hour for you? Or eat up your entire session (assuming it is over an hour)? Even in 3e, I wouldn't expect this series of encounters to run too long.....and I found 3e combats to be snail-paced.</p><p></p><p>Obviously, YMMV.</p><p></p><p>Either way, though, it isn't a map with potential encounters strung along all possible paths, where the players need to micro-manage decision points, so it is hardly an in-depth or detailed series of encounters. IMHO, anyway.</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5498893, member: 18280"] I run on weeknights, too! (Tonight as a matter of fact!) I run between 3-6 players, depending upon the session. There will be four tonight. I also like to include a lot of description. Sometimes I am perhaps too chatty. For me, the 1st encounter (“Across the Swamp Lands.”) would take maybe 5 minutes tops. I wouldn't even bother with initiative, just a general idea, and make the rolls from there. The 2nd encounter (“The River”) would likely involve their coming up with a plan, making whatever rolls they needed to, and then moving on. For me, these first two encounters wouldn't require any major context shift. The 3rd encounter (“The Hermit’s Hut”) would probably take the longest, as this is the sort of interaction my players tend to enjoy. In fact, I would say that if any part of the sequence takes longer than I'd expect, it would be this one. OTOH, my players are pretty driven to get past the diversions and move on. The 4th encounter (“Bandit Attack”) is described as an easy combat encounter, and so should take no more than 1-3 rounds in RCFG (and that only if the players are rolling poorly). How long combats take in your system of choice, and how much you need to look up to run combats, is definitely a factor. But, seriously, would these four encounters go over an hour for you? Or eat up your entire session (assuming it is over an hour)? Even in 3e, I wouldn't expect this series of encounters to run too long.....and I found 3e combats to be snail-paced. Obviously, YMMV. Either way, though, it isn't a map with potential encounters strung along all possible paths, where the players need to micro-manage decision points, so it is hardly an in-depth or detailed series of encounters. IMHO, anyway. RC [/QUOTE]
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