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<blockquote data-quote="uzirath" data-source="post: 7876486" data-attributes="member: 8495"><p>I need to get better at pacing short games. For most of my gaming life, I ran long games that ran for 5+ hours (sometimes 10+). I got used to that format; it allows for lots of idle roleplaying, long debates about strategy, multiple major events, etc. Unfortunately, the various responsibilities of adulthood and parenting (and no longer enjoying staying up until near dawn) don't allow for that very often. Most of my games are now fixed at three-hour sessions. My goal is for every session to create real tension with some sort of dramatic climax (even if it is only part of the rising action of the adventure or campaign). When it works, it's fabulous. But often enough it doesn't work out and we end in the middle of a fight or just before the exciting event or something like that. The players don't complain, but it grates with my sense of gaming aesthetics.</p></blockquote><p></p>
[QUOTE="uzirath, post: 7876486, member: 8495"] I need to get better at pacing short games. For most of my gaming life, I ran long games that ran for 5+ hours (sometimes 10+). I got used to that format; it allows for lots of idle roleplaying, long debates about strategy, multiple major events, etc. Unfortunately, the various responsibilities of adulthood and parenting (and no longer enjoying staying up until near dawn) don't allow for that very often. Most of my games are now fixed at three-hour sessions. My goal is for every session to create real tension with some sort of dramatic climax (even if it is only part of the rising action of the adventure or campaign). When it works, it's fabulous. But often enough it doesn't work out and we end in the middle of a fight or just before the exciting event or something like that. The players don't complain, but it grates with my sense of gaming aesthetics. [/QUOTE]
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