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<blockquote data-quote="cybertalus" data-source="post: 1942276" data-attributes="member: 4400"><p>Eric, the RPGA's module writing guidelines may help you on the timing issue. RPGA modules are written to be played in a specific amount of time (4 hours I think), and I distinctly remember their guidelines including a firm number of encounters that could be played during that time. They also have some advice on things that are needed specifically in a one-shot adventure that often aren't needed in a campaign.</p><p></p><p>When my schedule permits, I'm a participant in a local gaming club. The club meets once a week for three hours. New games start at the first meeting of every month. You're on a schedule with more time constraints, but hopefully some of this will help you anyway.</p><p></p><p>From the games I've been in at the gaming club it usually takes about three hours for a group to make even low level characters. The two biggest factors in that seem to be lack of enough copies of the books for everyone to use, and lack of familiarity with the rules on the part of the players and sometimes the DM. Once someone has a book in front of them and has enough of an understanding of the rules to proceed, equipping and spell selection tend to be the part of character creation which take the most time. Equipping in particular seems to take exponentially more time as the starting level of the PCs increases. </p><p></p><p>I've never seen a DM in the gaming club hand out pre-made characters, but I'm tempted to try it sometime to see what kind of response I get. I certainly wouldn't mind pre-gens as a player, if they were well done and there were more characters than players so that no one got "stuck" playing a character they absolutely didn't want to play. </p><p></p><p>The DM I gamed with at the D&D International Gameday made pre-gens, but left the details such as name, gender, and appearance up to the players. He had worked out all of the mechanical stuff and gave each PC enough of a background to make things work and give us a base to role-play from. I thought it worked out well.</p><p></p><p>I hope you pull if off. If you do, I guarantee it'll be fun. Unless you recruit lousy DMs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="cybertalus, post: 1942276, member: 4400"] Eric, the RPGA's module writing guidelines may help you on the timing issue. RPGA modules are written to be played in a specific amount of time (4 hours I think), and I distinctly remember their guidelines including a firm number of encounters that could be played during that time. They also have some advice on things that are needed specifically in a one-shot adventure that often aren't needed in a campaign. When my schedule permits, I'm a participant in a local gaming club. The club meets once a week for three hours. New games start at the first meeting of every month. You're on a schedule with more time constraints, but hopefully some of this will help you anyway. From the games I've been in at the gaming club it usually takes about three hours for a group to make even low level characters. The two biggest factors in that seem to be lack of enough copies of the books for everyone to use, and lack of familiarity with the rules on the part of the players and sometimes the DM. Once someone has a book in front of them and has enough of an understanding of the rules to proceed, equipping and spell selection tend to be the part of character creation which take the most time. Equipping in particular seems to take exponentially more time as the starting level of the PCs increases. I've never seen a DM in the gaming club hand out pre-made characters, but I'm tempted to try it sometime to see what kind of response I get. I certainly wouldn't mind pre-gens as a player, if they were well done and there were more characters than players so that no one got "stuck" playing a character they absolutely didn't want to play. The DM I gamed with at the D&D International Gameday made pre-gens, but left the details such as name, gender, and appearance up to the players. He had worked out all of the mechanical stuff and gave each PC enough of a background to make things work and give us a base to role-play from. I thought it worked out well. I hope you pull if off. If you do, I guarantee it'll be fun. Unless you recruit lousy DMs. :) [/QUOTE]
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