What makes a successful session?

It is interesting that a few people have talked specifically about "accomplish"ing things at the table. that isn't really a thing i think about too much. That is probably at least partially due to me being an improv, pantser GM and not usually having any sort of goal structure other than what the players have created for themselves.
Less about specific story beats or milestones and more whether we advanced whatever story is being told. Sessions where you spin your wheels and handle logistics, while sometimes necessary, rarely feel successful.

Even Lin the context of player driven goals you can ask the question are we closed to completing the goal than when we started? Have we made progress towards completion.

When running something prewritten it becomes much more mechanical. Did we make our way through an acceptable amount of context?
 

log in or register to remove this ad

What about you? What makes a successful session in your opinion?
Will players remember the salient details it in 1, 2 or 4 weeks time when we play again? Will the DM? Provided it isn’t memorable because it was a disaster. In essence something worthwhile has to happen.
 

Interest and investment by everyone at the table even if it is frustrating or difficult.
Overcoming obstacles and even the decisions on how to proceed when things go awry.
I think all of these things make for good play.
Of course it does not have to be frustrating or difficult. It works just as well when everything goes smoothly also.
 

I know the flip answer is to say "we had fun." And it is valid, but it is just a little to vague, I think, for a good discussion seed. So if that is your criteria, expound a little. What does "fun" mean for you in this context?

The reason it is vague is that there are too many ways to be "successful" to list. I don't have one set agenda for sessions overall.
 

So we played D&D for the first time in months on Monday, via Discord and Fantasy grounds. We are taking our 8th level Rappan Athuk PCs into Eve of Ruin. As a player, I am on the fence as to whether I would call it "successful"

I mean, it was fun, I guess, but our GM decided to just drop us in and have us pick up the hook and go. That is fine with me. I don't see the point in haggling over the premise. But one player wanted to negotiate then investigate and etc... which slowed things down. I don't mind a railroad, especially for onboarding.
 

Remove ads

Top