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WotC Is Designing Adventures With Shorter Content Chunks
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<blockquote data-quote="Keldryn" data-source="post: 8352507" data-attributes="member: 11999"><p>If you're able to mostly keep to a regular schedule -- say weekly or biweekly -- then tracking resources between sessions isn't too big a deal. When I'm actually able to get a game going, what usually happens is that we'll play every 2-3 weeks for maybe 3 sessions and then life happens and then the next time we play is 3 months later. So I definitely don't want to just "hit pause" and try to pick up from there the next session.</p><p></p><p>My preference is not only to end a session on a long rest, but end the session back in town (or a place of safety at least). So if we end up having an unplanned break for several weeks or months, it's easy to just say that a few weeks have passed and then nobody really worries about trying to remember specific details from the last session. When it's the next day in-game but eight weeks later in real time, I find that everyone settles into the game session much more readily. It's also easier to accommodate player absences or guest players.</p><p></p><p>I haven't done 6-8 encounter days in years. As in, the early 90s. I feel like 4e handled this a little better (at least pre-Essentials), as everyone had a roughly equivalent schedule of recovery.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 8352507, member: 11999"] If you're able to mostly keep to a regular schedule -- say weekly or biweekly -- then tracking resources between sessions isn't too big a deal. When I'm actually able to get a game going, what usually happens is that we'll play every 2-3 weeks for maybe 3 sessions and then life happens and then the next time we play is 3 months later. So I definitely don't want to just "hit pause" and try to pick up from there the next session. My preference is not only to end a session on a long rest, but end the session back in town (or a place of safety at least). So if we end up having an unplanned break for several weeks or months, it's easy to just say that a few weeks have passed and then nobody really worries about trying to remember specific details from the last session. When it's the next day in-game but eight weeks later in real time, I find that everyone settles into the game session much more readily. It's also easier to accommodate player absences or guest players. I haven't done 6-8 encounter days in years. As in, the early 90s. I feel like 4e handled this a little better (at least pre-Essentials), as everyone had a roughly equivalent schedule of recovery. [/QUOTE]
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