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The roots of 4e exposed?
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<blockquote data-quote="Kobold Boots" data-source="post: 7459802" data-attributes="member: 92239"><p>The more I read Tony's stuff the more I wonder if we've ever been in the same group. (I know we havent, it's just fun to see similar experiences.)</p><p></p><p>I think one of the major drawbacks of the game is that often, content in published material doesn't pace well against how the game actually plays for the majority of groups.</p><p></p><p>During 4e, I went out of my way to use the published modules. More because we were all in our 30s or 40s, all had full time jobs and families and we wanted to get together twice a month and get to max level eventually. This meant it could take us 3 months to get through a module if we averaged 3 main encounters a session while using those modules. How long did it usually take us to get through those three encounters, plus roleplay, plus side things that make D&D the game we want to play.. about 8 hours. That's right, Keep on the Shadowfell, was about two months. Thunderspire was about three. Same with Pyramid of Shadows.</p><p></p><p>I imagine that many folks never got through the modules and many that did, made serious changes to them. We also played through Zeitgeist, and that was a much better experience due to how sandboxey it was from the start (kudos to Wickett and co.)</p><p></p><p>Anyway, a good rule of thumb should be that a session of D&D should never have to be longer than 4 hours in order to split a good module up into between 2-3 sessions to play to finish on average. If the game plays slower than that.. tune it up. </p><p></p><p>Be well, </p><p>KB</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7459802, member: 92239"] The more I read Tony's stuff the more I wonder if we've ever been in the same group. (I know we havent, it's just fun to see similar experiences.) I think one of the major drawbacks of the game is that often, content in published material doesn't pace well against how the game actually plays for the majority of groups. During 4e, I went out of my way to use the published modules. More because we were all in our 30s or 40s, all had full time jobs and families and we wanted to get together twice a month and get to max level eventually. This meant it could take us 3 months to get through a module if we averaged 3 main encounters a session while using those modules. How long did it usually take us to get through those three encounters, plus roleplay, plus side things that make D&D the game we want to play.. about 8 hours. That's right, Keep on the Shadowfell, was about two months. Thunderspire was about three. Same with Pyramid of Shadows. I imagine that many folks never got through the modules and many that did, made serious changes to them. We also played through Zeitgeist, and that was a much better experience due to how sandboxey it was from the start (kudos to Wickett and co.) Anyway, a good rule of thumb should be that a session of D&D should never have to be longer than 4 hours in order to split a good module up into between 2-3 sessions to play to finish on average. If the game plays slower than that.. tune it up. Be well, KB [/QUOTE]
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