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General Tabletop Discussion
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The Neverending Cycle of Player Turnaround
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<blockquote data-quote="Oryan77" data-source="post: 5521747" data-attributes="member: 18701"><p>Oh geez, maybe this is part of my problem too then. It wouldn't be so bad if my players ran through adventures faster. You say "a solid month"; I could run a short adventure from Dungeon Magazine and it'll take my players longer than a month to finish it. That's if we manage to play on our regular schedule of one 6-hour day every 2 weeks. I think I've posted about this before, wondering why it takes my players several hours to finish a single easy combat. I would be thrilled to finish an adventure in four 6-hour sessions!</p><p></p><p>From what I remember, Fires of Dis didn't seem any bigger. It's been several years since Fires of Dis though, so I can't remember the timeframe. But it was months until we finished it, and only because I was determined to not let it fade away. Three different groups ended up playing in that one until I got to the end of it. But I spent a couple of years running Dead Gods which is much bigger. But I also threw TONS of side quests in there to spice up the empty portions of the adventure. We just finished it last fall.</p><p></p><p></p><p></p><p>Funny enough, I actually did all that. Luckily, with a Planescape campaign, most new players decide to be a prime that suddenly ends up on the planes. So it is easy for me to insert them into the current adventure. I've even used backstories to help get them invested, and that's still a good bit of work on my end to come up with and implement into an existing game. But each time I feel like I wasted my time when the player has to bail for whatever reason. It would be great if people stuck around, but man is it a let down when I think about how much of my own time I put in with all of these players only to have it completely gone to waste.</p></blockquote><p></p>
[QUOTE="Oryan77, post: 5521747, member: 18701"] Oh geez, maybe this is part of my problem too then. It wouldn't be so bad if my players ran through adventures faster. You say "a solid month"; I could run a short adventure from Dungeon Magazine and it'll take my players longer than a month to finish it. That's if we manage to play on our regular schedule of one 6-hour day every 2 weeks. I think I've posted about this before, wondering why it takes my players several hours to finish a single easy combat. I would be thrilled to finish an adventure in four 6-hour sessions! From what I remember, Fires of Dis didn't seem any bigger. It's been several years since Fires of Dis though, so I can't remember the timeframe. But it was months until we finished it, and only because I was determined to not let it fade away. Three different groups ended up playing in that one until I got to the end of it. But I spent a couple of years running Dead Gods which is much bigger. But I also threw TONS of side quests in there to spice up the empty portions of the adventure. We just finished it last fall. Funny enough, I actually did all that. Luckily, with a Planescape campaign, most new players decide to be a prime that suddenly ends up on the planes. So it is easy for me to insert them into the current adventure. I've even used backstories to help get them invested, and that's still a good bit of work on my end to come up with and implement into an existing game. But each time I feel like I wasted my time when the player has to bail for whatever reason. It would be great if people stuck around, but man is it a let down when I think about how much of my own time I put in with all of these players only to have it completely gone to waste. [/QUOTE]
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