Need last minute help with a short session

Davelozzi

Explorer
In the past, my group has always played infrequent but fairly long sessions begining mid-afternoon on the weekend and running seven or eight hours. Recently, I've noticed that some of the players are getting worn out before we're done. Plus, scheduling it on weekends is really tough as we all have busy lives.

So now I've finally convinced them to try switching to short (3-4) hour weeknight sessions so that we can play more frequently and avoid losing steam mid-session.

My problem is that I'm not used to preparing for such short sessions and am unsure about how to get a decent variety of play squeezed in to make it interesting.

Specifically, my players have just finished Sunless Citadel. Half of the PCs were wanted for killing a constable and have just been captured by agents of the law and are on their way to the face judgement by the local count. The other half of the PCs have clean slates but are planning on going along for the ride to support their companions.

The count is corrupt and more likely to sentence the PCs to his service (read "next adventure") than put them in the dungeon or execute them. So my session should be revolving around the trial but I'm concerned that all diplomacy and no action may not hook the players on short sessions as I'm hoping to do.

Any ideas on how I could make things more interesting? I have about three hours to work with and we need to raise some of the character's levels so I don't think that I'll have time to actually get into the meat of the next adventure (either Forge of Fury or Bloodlines from the recent Dungeon/Poly that had Omega World).

Oh yeah, and I've just gotten back from out of town and only have one night to prepare - we play tomorrow. So any help will be appreciated!
 
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If time is a big factor, keep the events with the Count and the "trial" moving. Don't blow off the chance for the party to RP a bit, but don't get too bogged down. Have the count send them on a smaller "first mission" before the main adventure. Possibly track down and kill a band of raiding gnolls that's been terrorizing villagers.

Once the party has proved their skill, cliffhanger the session with the count congratulating them and telling him he has one more job for them. "I didn't know if you'd be up for this one, but since you did so well against those beasts.. Who knows? You might actually come out of this next mission alive! MWAHAHAHA!!" :D

...Or something like that.
 
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I'd be a real shame if some former government official, and rival of the magistrate hearing the players' case, chose the time of the trial to exact his vengeance by setting fie to the courthouse. Some things happen that have nothing to do with PCs even when they are in the vicinity. A device such as this allows for ample roleplay, heroics and let's you change the pace at any time the game might be lagging. Light a torch and let the cinders fall where they may.
 

It sounds like your players like to jump to the action, and that such an attitude suits your plans (iminent level-ups).

The solution: all but gloss over the trial. The PCs pick a spokesperson to plead thier case. The charges are read, the spokesperson speaks, and the judgment is made.

Bring on the monsters!

If it turns out your players totally get into the roleplaying aspect of the trial, drag it out as required. In this case, don't forget to give appropriate xp rewards for good roleplaying. This will also facilitate your goal of leveling up PCs.

Good luck and have fun!
 

Just a quick note not to worry. I've read that a gaming group can get more done in 4 hours of play than 10! Myself, I routinely "edited down" an old 64-page TSR module into a one night (six hour?) session, just by throwing out the combat.

One thought is to target the play to finish the court session (I assume this is something you wrote, rather than a published adventure), then start off the next adventure. Just stop play when you get to "a good point".

If possible, have the non-participating players play NPCs. Stuff like the PCs barristers, the prosecution (hehehe), "paid" witnesses, and other shady sorts. I used to have barristers approach the PCs while they were in jail and see how much gp they could extort from them, and players come up with all sort of creative witnesses. Not sure what I'd do if the players (gasp) actually worked together, tho. (:


Cedric.
aka. Washu! ^O^
 

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