I am a big believe in a five room dungeon for this kind of scenario. And not taking the model literally: Make one of the "rooms" actually take place in an earlier location, to cut down on exploration time, etc.In a couple weeks I am running a game for a few casual players who stop by every few months to have dinner, drink, and kinda pay attention to a game that usually lasts less than 2 hours.
Almost every time, I over prepare and worry too much. I want folks to have a good time, but there's no character development, little roleplay, no connected stories. The sessions are too short and infrequent to play even "one shots."
So what's a good way to run a two hour session?
A gnome, a halfling, and a pixie walk into a tavern...I was going to suggest saving a gnome village, but I think I misunderstood the question...
Delian Tomb says it should take about 30 hours to play.Run something like the Delian Tomb, a short combo of combat, traps/puzzles and some opportunities for rp.
Start in Media Res and go.
Is that the new Draw Steel one? I think the reference was to the quickie one Matt Colville made on a YouTube stream years ago, which is maybe four rooms.Delian Tomb says it should take about 30 hours to play.![]()
I am referring to the version Matt Colville created in a video near the beginning of his "How to be a DM" series. Which, from memory was a 5 room dungeon.Delian Tomb says it should take about 30 hours to play.
Definitely agree with the in medias res suggestion tho.