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Once a Month Sessions - HOW?
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<blockquote data-quote="Goblyns Hoard" data-source="post: 4913048" data-attributes="member: 19970"><p>How long are your sessions?</p><p></p><p>I run a game where we meet every few months. 3 or 4 sessions a year. It's a pain, we'd all love it to be more regular but the combination of work, personal lives, travel required to get together and everything else that gets in the way means even monthly sessions would be nice to have.</p><p></p><p>Instead we game for 12-15 hours when we do get together. Start about 10-11 on the Saturday morning and go until someone is falling asleep or I just can't run the game anymore - that can be as late as 4 in the morning. I don't run any published stuff - adventures are tailored to the players and the PCs. </p><p></p><p>I would also advise really getting an intergame web chat going. I'm trying to promote this with my players and some have taken it up while others are very bad. But the aim would be to get as much of the fiddly little bits of RP over and done with on that format - all the shopping expeditions and the little side stories that people want to do. Anything that is pure RP (i.e. no-dice) works very well this way between games.</p><p></p><p>Next thing - ban any solo adventuring during game time. If people have side trips they want to do then they can schedule that separately - and have to make the effort to do so themselves. Group time is at a premium so that's for everybody to be part of.</p><p></p><p>Reduce the unnecessary encounters. If the party is going after the Goblin King, then have a guard post, a main horde and the throne room, not 3 guard posts and garbage pit ochre jelly as well. Don't get me wrong here's where you've got to balance it between "sufficiently varied" and "to the point", but keep the 'flavour' encounters to a minimum, and make each of the necessary encounters sufficiently interesting enough. So 3 well planned and interesting encounters rather than 6 sets of monsters.</p><p></p><p>And much as this seems contrary to what your asking about - don't rush the games. Game time is about the fun - not about getting through the dungeon. Yeah it's best if you can finish somewhere that provides a natural break in the game, but you don't want to turn into an ogre to get there. The reason we game (OK change that - one of the reasons I game) is to get together with mates and enjoy it. If it devolves into too many monty python quotes then trying to force everyone back into the game makes you the BBEG.</p><p></p><p>Hope it helps - ignore anything you don't like the sound of</p><p>GH</p></blockquote><p></p>
[QUOTE="Goblyns Hoard, post: 4913048, member: 19970"] How long are your sessions? I run a game where we meet every few months. 3 or 4 sessions a year. It's a pain, we'd all love it to be more regular but the combination of work, personal lives, travel required to get together and everything else that gets in the way means even monthly sessions would be nice to have. Instead we game for 12-15 hours when we do get together. Start about 10-11 on the Saturday morning and go until someone is falling asleep or I just can't run the game anymore - that can be as late as 4 in the morning. I don't run any published stuff - adventures are tailored to the players and the PCs. I would also advise really getting an intergame web chat going. I'm trying to promote this with my players and some have taken it up while others are very bad. But the aim would be to get as much of the fiddly little bits of RP over and done with on that format - all the shopping expeditions and the little side stories that people want to do. Anything that is pure RP (i.e. no-dice) works very well this way between games. Next thing - ban any solo adventuring during game time. If people have side trips they want to do then they can schedule that separately - and have to make the effort to do so themselves. Group time is at a premium so that's for everybody to be part of. Reduce the unnecessary encounters. If the party is going after the Goblin King, then have a guard post, a main horde and the throne room, not 3 guard posts and garbage pit ochre jelly as well. Don't get me wrong here's where you've got to balance it between "sufficiently varied" and "to the point", but keep the 'flavour' encounters to a minimum, and make each of the necessary encounters sufficiently interesting enough. So 3 well planned and interesting encounters rather than 6 sets of monsters. And much as this seems contrary to what your asking about - don't rush the games. Game time is about the fun - not about getting through the dungeon. Yeah it's best if you can finish somewhere that provides a natural break in the game, but you don't want to turn into an ogre to get there. The reason we game (OK change that - one of the reasons I game) is to get together with mates and enjoy it. If it devolves into too many monty python quotes then trying to force everyone back into the game makes you the BBEG. Hope it helps - ignore anything you don't like the sound of GH [/QUOTE]
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