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Need last minute help with a short session
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<blockquote data-quote="Davelozzi" data-source="post: 433328" data-attributes="member: 771"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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!</p></blockquote><p></p>
[QUOTE="Davelozzi, post: 433328, member: 771"] 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! [/QUOTE]
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