There are, however, certain patterns I have noticed in my own games that are helpful in pacing out and deciding when to call it quits during sessions of your campaign. Firstly, I find that players tend to need a short break around the hour and a half or two hour mark. This is about the time folks get fidgety and burnt out. If your game runs longer than this it's a good point to allow for a breather for your players to take a brief respite. Don't marathon your group to the point of fatigue. Keep an eye on their level of alertness and space out your breaks accordingly.
I find that one or two hours are good for short one shots and basic games, but three hours is the sweet spot for most of my home games. This allows for three hour-long acts for the session... beginning, middle, and end. It allows for a fair amount of action and some lee-way for clowning around in between.
If you run game sessions that are shorter than three hours, it pays to be more prepared and efficient. Keep an eye on the timer, and try to keep things moving along so that the time doesn't run out before you get a good taste of adventure.
And when you schedule time for a gaming get-together, always leave a buffer for the players to hang out and interact before and after the session. Diving straight into the gameplay isn't very fun and can make the game seem more like a rushed chore than the casual entertainment it should be. Let the run time of your games fit the style of your playgroup, and you sure to have adventures that begin and end right on time!
Happy ventures!
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