bento
Explorer
But the problem with this structure is when you're GMing a multi-session adventure. There is no introduction, players most likely won't reach an end point, and GMs have to deal with players wandering away from the adventure at any time. While some GMs have the experience to fit a multi-session adventure into episodes, I'm in a group that stops at midnight, not when the episode is complete.maddman75 said:I've got a breakdown of how I do this on my blog, but the short version is you can get an awesome game experience by trying to follow a story structure - introduction, exposition, rising action, climax, coda - within a single night's session. You do this by remaining flexible and using scene cutting to push the game along, as well as introducing and pushing conflict at the characters. Metagame mechanics also help a great deal by giving the players more authoritarian control. Fast simple rules help as well.
The more I read these threads the less attractive my own TRPG experiences feel. While there are some sessions that are gold, these are maybe one out of four. More likely its driving over an hour to get to the game, waiting up to an hour for everyone to show up, social talk and order pizza, and only three hours of TRPG, with much of it spent trying to keep the players on track or having them deal with a resource issue.
If anything, I'd like to see a change in mindset about how TRPGs are run, beginning with giving players an overview of the adventure (tonight you're going to go to a castle and kill a vampire) and shrinking character management with tools to minimize valuable play time. Maybe TRPGs should be more like board games where there are pre-set paths to travel and player options fit on one card. I didn't like the board game Descent, but maybe there are some things that game offers that should be considered.