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Running a session of Basic D&D -- my game group's experience
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<blockquote data-quote="Reynard" data-source="post: 5073604" data-attributes="member: 467"><p>Tangential, but related: A while back I was itching to run 1E again and I decided that I would give ToEE a try. My player group (made up mostly of 30-somethings like me) agreed and we set to it. Our gaming schedule, however, was such that we got together (on average) every other week for 3 hours or so. We discovered very quickly that there's a reason we all used to play 8 to 12 hour "marathon" session back in the day, and not just because we could: sporadic, short sessions and big old krawls do not a good combination make. </p><p></p><p>Dungeon crawls are often, IME, a function of effort and reward, with just enough carrots mixed in to keep players moving and exploring. When you play for 9 hours, there's a solid pace of those carrots. But when you spread that 9 hour session over 6 weeks, it can become a slog -- particularly if, as in Bullgrit's example, the players end up in a less interesting portion of the dungeon.</p><p></p><p>I suppose the key would be to eliminate the less interesting portions prior to play of the module, but sometimes they are hard to recognize before the PCs get bogged down in them.</p></blockquote><p></p>
[QUOTE="Reynard, post: 5073604, member: 467"] Tangential, but related: A while back I was itching to run 1E again and I decided that I would give ToEE a try. My player group (made up mostly of 30-somethings like me) agreed and we set to it. Our gaming schedule, however, was such that we got together (on average) every other week for 3 hours or so. We discovered very quickly that there's a reason we all used to play 8 to 12 hour "marathon" session back in the day, and not just because we could: sporadic, short sessions and big old krawls do not a good combination make. Dungeon crawls are often, IME, a function of effort and reward, with just enough carrots mixed in to keep players moving and exploring. When you play for 9 hours, there's a solid pace of those carrots. But when you spread that 9 hour session over 6 weeks, it can become a slog -- particularly if, as in Bullgrit's example, the players end up in a less interesting portion of the dungeon. I suppose the key would be to eliminate the less interesting portions prior to play of the module, but sometimes they are hard to recognize before the PCs get bogged down in them. [/QUOTE]
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