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<blockquote data-quote="Bagpuss" data-source="post: 409166" data-attributes="member: 3987"><p>Writing a module that will run for 4 hours, no more no less is not straight forward.</p><p></p><p>Lets be honest a four hour slot really consist of about 30 minutes setup and reading characters getting everyone to settle down, then ideally if the GM wants to have any sort of 'covention life' (get to the trade stands, eat, sleep, etc) then he'll want to finish about 30 to 15 minutes before the end to get the score sheets and stuff out the way.</p><p></p><p>So really your looking at a 3 hour adventure, that has to introduce the plot, carry on the story and get to the end, has to be written for 6 characters (although still work if perhaps two are missing). </p><p></p><p>I think some of you are expecting miracles if you expect every adventure written to those specifications and a DM running a game against a clock isn't going to rail-road on occasions, have a liner plot or not have the most interesting, imaginative and detailed plot.</p><p></p><p>You are always going to get some duff ones. Although in my experiences I've found some real gems as well. I'll never forget playing in a party Gully Dwarves stuck on a spell-jammer ship. Or the first Feng Shui adventure I ever GM'ed at 5 minutes notice and was still an aboslute blast for all involved. Or the Call of Cthulhu senario were I massacred a group of college students, dropping one through the sky-light onto the pool table, slamming my fist down on the gaming table and making everyone jump.</p><p></p><p>Convention gaming has the best and the worst like anything.</p></blockquote><p></p>
[QUOTE="Bagpuss, post: 409166, member: 3987"] Writing a module that will run for 4 hours, no more no less is not straight forward. Lets be honest a four hour slot really consist of about 30 minutes setup and reading characters getting everyone to settle down, then ideally if the GM wants to have any sort of 'covention life' (get to the trade stands, eat, sleep, etc) then he'll want to finish about 30 to 15 minutes before the end to get the score sheets and stuff out the way. So really your looking at a 3 hour adventure, that has to introduce the plot, carry on the story and get to the end, has to be written for 6 characters (although still work if perhaps two are missing). I think some of you are expecting miracles if you expect every adventure written to those specifications and a DM running a game against a clock isn't going to rail-road on occasions, have a liner plot or not have the most interesting, imaginative and detailed plot. You are always going to get some duff ones. Although in my experiences I've found some real gems as well. I'll never forget playing in a party Gully Dwarves stuck on a spell-jammer ship. Or the first Feng Shui adventure I ever GM'ed at 5 minutes notice and was still an aboslute blast for all involved. Or the Call of Cthulhu senario were I massacred a group of college students, dropping one through the sky-light onto the pool table, slamming my fist down on the gaming table and making everyone jump. Convention gaming has the best and the worst like anything. [/QUOTE]
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