eris404
Explorer
Another thread (about a one-shot adventure that the DM wanted to last about 8 hours) got me thinking (and god knows you don't want me to do that too much). For you DMs out there, how do you go about judging how long a particular adventure might take, if you do at all? Here's why I'm asking.
Our group has three long-term campaigns running and we rotate the games each week. A couple of times our group has been stuck in between long-term games. That is, one long-term DM isn't available and maybe another long-term DM doesn't want to run a session because there aren't enough players available or because he isn't prepared yet to run the next session yet.
Because of this, another player would like to try her hand at running a game, BUT she only wants to do a "pick-up" game, basically a series of short, self-contained adventures. Any adventure she would run would have to be resolved in the same session, because there would be too long between sessions to do an ongoing storyline.
In another example, I have run sessions of a (long term) campaign where I thought that the players would get to Z, but because they went off on a tangent or spent several hours discussing their plans or spent some time talking in character, by the end of the session they had only gotten to X. I didn't mind that they wanted to roleplay or investigate or discuss their next steps, mind you, it's just that when you have a limited time to play, there is a tendancy to try to pack in as much as possible.
So in my long-winded way, I'm asking how you pace your sessions without stiffling the players' desire to role-play, investigate, etc.? If you are doing a "one-shot" how do you judge how many encounters (role-playing or otherwise) are enough?
Our group has three long-term campaigns running and we rotate the games each week. A couple of times our group has been stuck in between long-term games. That is, one long-term DM isn't available and maybe another long-term DM doesn't want to run a session because there aren't enough players available or because he isn't prepared yet to run the next session yet.
Because of this, another player would like to try her hand at running a game, BUT she only wants to do a "pick-up" game, basically a series of short, self-contained adventures. Any adventure she would run would have to be resolved in the same session, because there would be too long between sessions to do an ongoing storyline.
In another example, I have run sessions of a (long term) campaign where I thought that the players would get to Z, but because they went off on a tangent or spent several hours discussing their plans or spent some time talking in character, by the end of the session they had only gotten to X. I didn't mind that they wanted to roleplay or investigate or discuss their next steps, mind you, it's just that when you have a limited time to play, there is a tendancy to try to pack in as much as possible.
So in my long-winded way, I'm asking how you pace your sessions without stiffling the players' desire to role-play, investigate, etc.? If you are doing a "one-shot" how do you judge how many encounters (role-playing or otherwise) are enough?