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*Pathfinder & Starfinder
Time management in AD&D DMG
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<blockquote data-quote="Luce" data-source="post: 5755077" data-attributes="member: 29760"><p>Also consider that:</p><p>1) earlier editions resolved combat faster. IME most adventures (the ones in Dungeon, not the stand alone modules) during 2ed days can be run in a single night, two at most. </p><p>2) Before Internet became staple of life there was more free time (some may have been filled with reading books or other hobbies, but overall it meant more time to game)</p><p>2A) Ditto for video games. While they existed and were fun I cannot remember consistently spending 5+ hours on a single game the way I do now. Also new games were published less often in the 70s and 80s compared to nowadays. (Or may be without the likes of Amazon, Ebay and Stream you often were at the mercy of whatever your local provider decided to stock)</p><p>3) AD&D was originally targeted at high school to college age group. That is a time in the life where people can play on average 1 time per week often more.</p><p></p><p>4) Again in my experience, games tended to be more episodic in nature (that is to say while there may or may not have been an overarching theme</p><p>there were a lot of adventures unrelated to the said main plot)</p><p></p><p>Therefore the rule was applicable in a time where at least some people run weekend 8-10 hour (or longer!) gaming sessions. Enough time to finish an adventure. So the time between sessions can be considered to be used for healing/resurrection/PC replacement getting to the next adventure site.</p><p></p><p>Unfortunately, the above does not hold true anymore. Many a-gamer is busy bee, with a job and family and the responsibilities thereof. A weekly commitment for even 4 hour session (by the commute, which can add 1-2 hours easy) is a big chunk of some people's lives. </p><p>Just my 2 cp.</p></blockquote><p></p>
[QUOTE="Luce, post: 5755077, member: 29760"] Also consider that: 1) earlier editions resolved combat faster. IME most adventures (the ones in Dungeon, not the stand alone modules) during 2ed days can be run in a single night, two at most. 2) Before Internet became staple of life there was more free time (some may have been filled with reading books or other hobbies, but overall it meant more time to game) 2A) Ditto for video games. While they existed and were fun I cannot remember consistently spending 5+ hours on a single game the way I do now. Also new games were published less often in the 70s and 80s compared to nowadays. (Or may be without the likes of Amazon, Ebay and Stream you often were at the mercy of whatever your local provider decided to stock) 3) AD&D was originally targeted at high school to college age group. That is a time in the life where people can play on average 1 time per week often more. 4) Again in my experience, games tended to be more episodic in nature (that is to say while there may or may not have been an overarching theme there were a lot of adventures unrelated to the said main plot) Therefore the rule was applicable in a time where at least some people run weekend 8-10 hour (or longer!) gaming sessions. Enough time to finish an adventure. So the time between sessions can be considered to be used for healing/resurrection/PC replacement getting to the next adventure site. Unfortunately, the above does not hold true anymore. Many a-gamer is busy bee, with a job and family and the responsibilities thereof. A weekly commitment for even 4 hour session (by the commute, which can add 1-2 hours easy) is a big chunk of some people's lives. Just my 2 cp. [/QUOTE]
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Time management in AD&D DMG
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