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Timed Module?
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<blockquote data-quote="green slime" data-source="post: 5344575" data-attributes="member: 1325"><p>On Short modules: settle on a quick story, not an epic. Focus on a series of encounters, and plan to have them last 30-40 minutes each, maximum. THis means you need a maximum of 6 encounters. You can have more encounters, to create a less linear / railroad feel; that is, the party has a selection of options of where to go and what encounter to do first. If the group is ess experienced, 5 or even 4 encounters may suffice, as time may b wasted learning new concepts.</p><p></p><p>One of the most successful I saw of this style was a Call of Cthulhu scenario, which although sarted with a very specific problem, had such an open design, that many of the groups at the tournament were gamewise scattered all over the globe, and no one managed to stop the actual threat, but fun was had by all! :-D Often times in such short scenarios, it usually becomes obvious if you are off the beaten track, because the gamemaster has only the scripted scenario prepped, and when the investigators get off track, all clues start petering out.</p><p></p><p>In a DnD game, however, you may want to have hints at each scenario leading towards the penultimate encounter.</p><p></p><p>Newcomers? Why not start at 2nd or 3rd level?</p><p></p><p>Best way to start them off? Why not in the middle of a combat? Include a description of the last few minutes in the characters' descriptions. </p><p></p><p>What other questions?</p></blockquote><p></p>
[QUOTE="green slime, post: 5344575, member: 1325"] On Short modules: settle on a quick story, not an epic. Focus on a series of encounters, and plan to have them last 30-40 minutes each, maximum. THis means you need a maximum of 6 encounters. You can have more encounters, to create a less linear / railroad feel; that is, the party has a selection of options of where to go and what encounter to do first. If the group is ess experienced, 5 or even 4 encounters may suffice, as time may b wasted learning new concepts. One of the most successful I saw of this style was a Call of Cthulhu scenario, which although sarted with a very specific problem, had such an open design, that many of the groups at the tournament were gamewise scattered all over the globe, and no one managed to stop the actual threat, but fun was had by all! :-D Often times in such short scenarios, it usually becomes obvious if you are off the beaten track, because the gamemaster has only the scripted scenario prepped, and when the investigators get off track, all clues start petering out. In a DnD game, however, you may want to have hints at each scenario leading towards the penultimate encounter. Newcomers? Why not start at 2nd or 3rd level? Best way to start them off? Why not in the middle of a combat? Include a description of the last few minutes in the characters' descriptions. What other questions? [/QUOTE]
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