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*TTRPGs General
Once a Month Sessions - HOW?
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<blockquote data-quote="kitsune9" data-source="post: 4913195" data-attributes="member: 18507"><p>My response is any of the following:</p><p></p><p>1. Published modules need to be reduced in terms of encounters. Speed up play to resolve "unimportant" battles in which the outcome can be decided in a round or two. You would probably have to houserule in order to facilitate play this manner.</p><p></p><p>2. Play short modules. If you play an 8 hour day, play a mod that can be finished in that time. RPGA and Pathfinder Society (depending of what you're going for) puts out short mods.</p><p></p><p>3. Make the most of your precious time. In one campaign, I didn't allow shopping or updating character sheets. This needs to be done offgame on the palyer's own time. You can put your players on a timer for them to make their decisions quicker.</p><p></p><p>4. Simplify your story so your players know what to do. Super-detailed story campaigns with multiple story arcs won't work. You'll spend a lot of time just hashing that stuff out to the players and if they don't take notes or pay attention, it's all a wasted effort. Usually, an NPC comes in, tells the characters to get off their butts and quit drinking ale, here's some gold, and go do X, type of story will work better for the players so that they're focused. Sure, it's railroading, but you only got once a month game.</p><p></p><p>5. One level one month plan. If you want to run a campaign from 1-30 levels for 4e, you'll realize that to get to 30th level is 30 game sessions and 30 months, nearly three years. Plan your campaign that way if that's cool with you or if you want, skip levels. If you play Pathfinder or 3.5, it would be 20 months for a 1-20 campaign. If you're a lower level DM, say you don't like to run anything higher than 12th level, then set how long you want the campaign to last and arbitrarily award experience and levels when certain physical time passes or some system in there.</p><p></p><p>Happy Gaming!</p></blockquote><p></p>
[QUOTE="kitsune9, post: 4913195, member: 18507"] My response is any of the following: 1. Published modules need to be reduced in terms of encounters. Speed up play to resolve "unimportant" battles in which the outcome can be decided in a round or two. You would probably have to houserule in order to facilitate play this manner. 2. Play short modules. If you play an 8 hour day, play a mod that can be finished in that time. RPGA and Pathfinder Society (depending of what you're going for) puts out short mods. 3. Make the most of your precious time. In one campaign, I didn't allow shopping or updating character sheets. This needs to be done offgame on the palyer's own time. You can put your players on a timer for them to make their decisions quicker. 4. Simplify your story so your players know what to do. Super-detailed story campaigns with multiple story arcs won't work. You'll spend a lot of time just hashing that stuff out to the players and if they don't take notes or pay attention, it's all a wasted effort. Usually, an NPC comes in, tells the characters to get off their butts and quit drinking ale, here's some gold, and go do X, type of story will work better for the players so that they're focused. Sure, it's railroading, but you only got once a month game. 5. One level one month plan. If you want to run a campaign from 1-30 levels for 4e, you'll realize that to get to 30th level is 30 game sessions and 30 months, nearly three years. Plan your campaign that way if that's cool with you or if you want, skip levels. If you play Pathfinder or 3.5, it would be 20 months for a 1-20 campaign. If you're a lower level DM, say you don't like to run anything higher than 12th level, then set how long you want the campaign to last and arbitrarily award experience and levels when certain physical time passes or some system in there. Happy Gaming! [/QUOTE]
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