What Does Your Perfect Session Look Like?


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And no pizza. Ordering pizza is one of the biggest game-disruptors in existence.
My groups always eat first; we just do snacks at the table for the game session. I'm of the opinion that breaking to eat in the middle of a game kills the momentum.
 

What game?

Probably The Window (Deluxe Edition). I love pretty much everything about it except the introduction.

What campaign?

This is hard. Likely The World of Vog Mur (an old Rolemaster supplement).

How many participants?

Four to five, not including the GM.

How long is the session?

Three hours give or take. And bi-weekly, though you didn't ask about frequency.

What is the "breakdown" between time spent in combat, exploring, roleplaying with NPCs,

Vog Mur has a really good, even, mix of combat, exploration, and roleplay for a short campaign. Players are presented with a buffet of options and they can take what they want.

PCs interacting, players fooling around, wtc..?

If I were running it in Rolemaster, I'd prefer to keep the joking to a minimum (I run Rolemaster seriously), but I'm a little more forgiving when running loose systems like The Window (or even earlier editions of D&D).

And finally, what's on the pizza?

BBQ sauce, chicken, onions, and pineapple.
 

If you imagine your perfect session of an RPG, what does it look like to you?

What game? What campaign? How many participants? How long is the session?
What is the "breakdown" between time spent in combat, exploring, roleplaying with NPCs, PCs interacting, players fooling around, wtc..?
And finally, what's on the pizza?
Game: any of a dozen or so games; D&D is never one of them.

Breakdown: only one element stable: ≤2% off topic. Preferably less than 2/3 combat and more than 1/3 conflicts (including combats). I like the minigame aspects of certaing games conflict systems.

The pizza may or may not be present; Pizza is usually off limits during Phillip's Fast and Great Lent (no meat, milk, eggs, oil; meat means the flesh of anything with a spine), except on sundays.

Session is 6-8 hours, face to face, tokens on maps, everyone present, everyone in a good mood.
 

If you imagine your perfect session of an RPG, what does it look like to you?

What game? What campaign? How many participants? How long is the session?
What is the "breakdown" between time spent in combat, exploring, roleplaying with NPCs, PCs interacting, players fooling around, wtc..?
And finally, what's on the pizza?
Theoretical Perfect
We've gotten together in person, it's a Saturday. House opened an hour before game time and everyone filtered in, some with lunch to eat. We chat and hang and catch up until the allotted hour strikes, then with everyone there we start to play. It's going to go until late in the night, we're not rushing. Lots of time for RPing drama between characters. GM is riffing off us, improvising the things they didn't have prepared as we forge our own path. Yeah, there's the occasional joke or Monty Python reference -- that's grandfathered in, we've been playing together so long -- but mostly we're in character and focused on the game. The GM runs several other campaigns in the same world, so there's always a lot happening and it feels alive, rich, dynamic.

I can't give a breakdown between different modes of play because that'll depend on what game we're playing. Because this was an every-weekend event back with AD&D and AD&D 2nd, romanticized only a bit. We didn't always have a full table. And the GM was great at improving but back then we were also good at following-the-hook so he didn't have to do as much of it. I think he ran six times a week, and back then there was one multi-group world for D&D and another one for Champions.

But it's long been peak gaming for me and I'd love to do it with the plethora of systems that exist now that didn't back in the 80s and early 90s. Back when everyone were students and had gobs of time.

Practical Perfect
We're online, no travel afterwards. We've got our mix of players: from the wildly imaginative one who puts together plots and mysteries faster than anyone else -- but only correct some of the time, to the tactician, to the mom-friend, to thinker, to the silver-tongued. But the first descriptor for all of them is roleplayer. It's a week-night, but we don't rush. The GM's got their stuff prepared, including enough big picture to improv. There's what's happening now, and bigger arcs of plot, and we're trying to juggle them and work out what we want to do next. It's a long campaign, but early, deep, and end campaign all have their charms so it doesn't matter at what point, as long as players have had time to find out who their characters are at the table, not just who they imagined they are before play.
 
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