Any advice on how to prep for a campaign with a finite number of sessions in mind?
I know Gauntlet games tend to be based around a specific number of sessions and I was interested in knowing if anyone had any tips or suggestions on how to prep or control in-game pacing to insure you hit the beats you need to in order to accomplish your goal in the time allotted.
I guess this question is really dependent on that being the reality of these games you guys run. If you setup a four session arc of Dungeon World, for instance, do you write/prep a scenario based on certain parameters to insure you can get it done in x amount of sessions?
This completely depends on the system as different ones require different preps
This completely depends on the system as different ones require different preps
It helps to play a lot of short games to get a feel for it. A four-session game is just a very long one-shot; the same beats and cues apply.
It helps to play a lot of short games to get a feel for it. A four-session game is just a very long one-shot; the same beats and cues apply.
I would highly recommend limiting how much time you spend on setting creation. When I run one shots or games I know will only last a few sessions, setting creation gets cut to a minimum.
I would highly recommend limiting how much time you spend on setting creation. When I run one shots or games I know will only last a few sessions, setting creation gets cut to a minimum.
David Rothfeder I guess I was hoping for a system agnostic approach. Truthfully, this is probably more a matter of story telling technique than it is a question about how to prep for a specific system.
David Rothfeder I guess I was hoping for a system agnostic approach. Truthfully, this is probably more a matter of story telling technique than it is a question about how to prep for a specific system.
This is not a skill I have mastered. I generally have a rough idea of where i expect the story to go with 2 or 3 locations for each session. some times the players can spend a whole session (about 3 hours) in just one of these spots, other times they can rush through or find a shortcut past 3 of them in half an hour. Sometimes you have to just pocket those unused set pieces and try to work them in later / next time. if the party really lingers in one spot they might not see everything but you have to bring the conclusion to them. occasionally you just end on a “to be continued” and/or give each player an epilogue.
This is not a skill I have mastered. I generally have a rough idea of where i expect the story to go with 2 or 3 locations for each session. some times the players can spend a whole session (about 3 hours) in just one of these spots, other times they can rush through or find a shortcut past 3 of them in half an hour. Sometimes you have to just pocket those unused set pieces and try to work them in later / next time. if the party really lingers in one spot they might not see everything but you have to bring the conclusion to them. occasionally you just end on a “to be continued” and/or give each player an epilogue.
Daniel Fowler Thanks Daniel, that makes sense. I think I often have the impulse to stop and smell the roses and never skip over anything I’ve prepped, so it’s good to be reminded that sometimes have to pocket stuff for the sake of time and use it later (or not). That drive to get a complete story accomplished in the time allotted is also a strong compulsion that just isn’t always possible. Guess doing things in a natural, organic manner is better than going “ok, you guys have spent x amount of minutes here, let’s move on”.
Daniel Fowler Thanks Daniel, that makes sense. I think I often have the impulse to stop and smell the roses and never skip over anything I’ve prepped, so it’s good to be reminded that sometimes have to pocket stuff for the sake of time and use it later (or not). That drive to get a complete story accomplished in the time allotted is also a strong compulsion that just isn’t always possible. Guess doing things in a natural, organic manner is better than going “ok, you guys have spent x amount of minutes here, let’s move on”.
I’d also counsel you to think less about plot or story. Stuff happens and you ask questions and react. Assuming a four session game, after session #2 you will have a pretty clear idea how much stuff is going to actually happen, because you are half down. Maybe they will spend the entire game hanging out with the mad monk at the lair’s entrance. Maybe they will rage through the dragon’s lair and save the world. Hard to say before you start. Either will be fun and there’s no need to sweat it.
I’d also counsel you to think less about plot or story. Stuff happens and you ask questions and react. Assuming a four session game, after session #2 you will have a pretty clear idea how much stuff is going to actually happen, because you are half down. Maybe they will spend the entire game hanging out with the mad monk at the lair’s entrance. Maybe they will rage through the dragon’s lair and save the world. Hard to say before you start. Either will be fun and there’s no need to sweat it.
Games can be designed to be played in short-run. And they can put the pace into the players’ hands. And in some cases, the structure is such that you can end it whenever because the relationships between episodes are tenuous.
And one game I can think of does all of this, Epidiah Ravachol’s Swords without Master.
Games can be designed to be played in short-run. And they can put the pace into the players’ hands. And in some cases, the structure is such that you can end it whenever because the relationships between episodes are tenuous.
And one game I can think of does all of this, Epidiah Ravachol’s Swords without Master.
And while I think you can use hacking techniques to make this happen, you can hack anything to happen. Sometimes people have made the path easier for you, though.
For my part, I really value when games make this sort of thing easy by design.
And while I think you can use hacking techniques to make this happen, you can hack anything to happen. Sometimes people have made the path easier for you, though.
For my part, I really value when games make this sort of thing easy by design.
I’ve blown out several 4-6 session arcs for lack of the skills. At least part of the answer I came to eventually was to look for closure. Go for broke, reuse NPCs instead of introducing new ones, use things up.
I’ve blown out several 4-6 session arcs for lack of the skills. At least part of the answer I came to eventually was to look for closure. Go for broke, reuse NPCs instead of introducing new ones, use things up.
Also don’t be the magician behind the curtain. Ask your friends at the table for help. Ask them what they want to happen and remind them how much time you have left. Work together to make it all fit together, and adjust together when it does not.
Also don’t be the magician behind the curtain. Ask your friends at the table for help. Ask them what they want to happen and remind them how much time you have left. Work together to make it all fit together, and adjust together when it does not.
Jason Morningstar I’m still deprogramming those trad gamer impulses. Thanks Jason!
Jason Morningstar I’m still deprogramming those trad gamer impulses. Thanks Jason!
If you want a more structured approach, think of it in terms of the 3 or 4 act structures used for film and TV. In this case, if you assume you’re running for four sessions, each session corresponds to one of the four acts.
Session 1 is about introducing the characters, their normal routine and the Big Bad/threat which they have to deal with over the next three sessions.
Session 2 is more of the same, give the PCs more time to grow while dealing with a problem that is related to the main arc.
Session 3 is where you really start bringing that arc to bear. Start raising the stakes and making threats tougher to deal with. Have the threats directly complicate the PCs lives and start driving them towards some sort of final conflict.
Session 4 is where you bring it all together for the finale. No holding back, assume not everyone is getting out of this fight alive. Make it epic, and really push the buttons for feels.
If you want a more structured approach, think of it in terms of the 3 or 4 act structures used for film and TV. In this case, if you assume you’re running for four sessions, each session corresponds to one of the four acts.
Session 1 is about introducing the characters, their normal routine and the Big Bad/threat which they have to deal with over the next three sessions.
Session 2 is more of the same, give the PCs more time to grow while dealing with a problem that is related to the main arc.
Session 3 is where you really start bringing that arc to bear. Start raising the stakes and making threats tougher to deal with. Have the threats directly complicate the PCs lives and start driving them towards some sort of final conflict.
Session 4 is where you bring it all together for the finale. No holding back, assume not everyone is getting out of this fight alive. Make it epic, and really push the buttons for feels.