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When playing a campaign, how frequent are your sessions ?

Started by pells, February 07, 2007, 10:54:16 AM

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Settembrini

If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

pells

First, thanks for your answer, this really helps me ...
Well, for one thing, you do play more often than I do !!! I do realise one thing : I know some people who also play once a month, but there are less "hardcore" gamers (if you allow me the use of the term), and, for one thing, they do not come to rpgs forum. Well, maybe they are more fitting the profile I'm looking for, but since I'm a web based project, it won't be easy to reach them, at least at first. So, I need to keep them in mind, but I should be more concern about people like you ...

The estimated time of play

QuoteAre you sure the initial adventures are 60-80 hours of gameplay? I find that most modules go very quickly with my group. What's the quickest one of your mods can be run?

Now, that's a tricky question. There is no modules in what I do. For the purpose of this thread, I don't wish to discuss any design issue, but for more info, see this thread.

Okay, there is no module, because my campaign is no chapters based, but calendar based. In a typical module, I think it is quite easy to approximate the time it will take, since the PCs usually follow a predefined path. Which is not the case of my campaign. So far, I'm almost done writing the first 6 months of this one year campaign. With my own group, we are 4 months and a half into the plots. In some sessions, we did 3 days, in others 16. So, the "amount" of time you consumed in a given session greatly varies from session to session. It mostly depens on what the PCs do. But ...

I'm writing from a "high level" perspective, which allows a lot flexibility and I don't tell the DM how to play it. Also, what I provide is "the big picture", the overall plots, the highest stakes for the given region and time. All the details are left for the DM. As the time of session mostly depends of those details ...
Given that, the time is very difficult to estimate. For instance, it is very easy to "add" (or "build upon") some instances of "smaller" scenarios into the given campaign. For example, with my group, the 16 days session could have been slower : I knew they would go thru a forest, so I could have had easily a short story (of mine, not given for the campaign) about a werewolf tribe living into this forest. Another example : in the teaser, a DM might want to add a dungeon in the crest of the world. Doing this dungeon might take, let's say 2 weeks of a calendar, but, let's say, three sessions to complete.
So, those elements are essential to approximate the time ... elements upon which I don't have any control.

So, I guess it could take between 20 and 120 hours to do the first six months. That's a big range, I know !!!!

Changing a little bit the poll
If you're still eager to help me, here's some questions :
- let's say you play on a weekly basis, given the initial content of my product, you estimate the time to do it at, let's say, 80 hours. But, I guess most DMs have some "little" adventures they might want to throw in, this would double the time to take, knowing that the design of the campaign explicitly allows that. Would you be interested in that kind of stuff ? Or would you be refrain because of the initial amount of content ?
- Would you be eager to play this particular campaign on the basis of a "two weeks" session, knowing the initial amount of content ? Or would it refrain you from the start ?
- Should I conclude that I don't have enough initial material ?
Sébastien Pelletier
Avalanche: an epic campaign for TT rpg coming on KickStarter March 28th.