gamerprinter
Mapper/Publisher
Half a one-shot? Since a one-shot is 4 to 4.5 hours on average.
Starting at the dungeon/location seems essential, given that I've seen PCs spend at least an hour shopping and wagon-driving. 10 minutes or less for conclusion seems reasonable...but with a short timeline of 2 hours, I want to spend as much time as possible on rising action and climax.. . .I would plan about 15 minutes for intro and simple exploration followed by 15 minutes for an encounter/fight. Move to main place like a tomb with 3 rooms there. Have a trap or puzzle and a small encounter with the final threat being a larger fight. Leave 10-15 minutes for conclusion like returning to town with the lost child or family heirloom or such.
There is also good arguments for just starting at the dungeon after 5 minutes of setup.
Yeah, I won't game for less than 4 hours, with the ability to run over if needed. But then, I don't do one-offs, either.(We've also determined that 2 hours for my main group just isn't worth it for everyone's schedules - if we can't get 4 hours for everyone then we'll have a board game night instead.
This looks like a minimum of four hours for me and my players. In no small part because the simple exploration at the beginning would become 45 minutes of looking for clues when there's no mystery to solve. Yet.I would plan about 15 minutes for intro and simple exploration followed by 15 minutes for an encounter/fight. Move to main place like a tomb with 3 rooms there. Have a trap or puzzle and a small encounter with the final threat being a larger fight. Leave 10-15 minutes for conclusion like returning to town with the lost child or family heirloom or such.
Especially under a time crunch. But my eyes see "5 minutes of prep," which makes me think that I should plan one thing for the session, and let random tables/improv handle the rest.There is also good arguments for just starting at the dungeon after 5 minutes of setup.
Not if I can help it.Is this D&D-specific?
Good point between the lines here: if you have to go to the rule book repeatedly or work to agree on rules with others, you'll do less stuff in-game. One of my two-hour games with Modos 2 went like this (after and not including character creation): heroes accept a quest to find missing hunters, search for them and set up camp, chat with one hunter outside a bear cave, go inside carefully, start a fight with the smaller bear. Not enough time for fighting the mama bear and lootingIn a rules light game you could storm the beach at Normandy, assassinate Franz Ferdinand, start a revolution, colonize a planet, defend an outpost against alien invasion, summon the hordes of hell, or just about anything you can imagine.
??? That's not how that game is supposed to work.That really depends a lot on the rules system.
In say, Scum and Villainy, I might tell the players "You get a message from an ally that he urgently needs someone picked up from a nearby planet and away from his pursuers."
Players are going to the meeting point, take the guy to their landing pad, take off, get past traffic in orbit, and jump to hyperspace. Add to that complications as seems managable considering the remaining time.