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Post by Luckstrider on Jul 16, 2013 12:16:14 GMT -8
I've been running a pathfinder campaign for about a year and we have been struggling with scheduling and have come to the conclusion of every Sunday for (roughly) four hours. How would you go about preparing for a four hour session? How much do you try to prepare? I'm thinking about incorporating an episode format but am trying to get some ideas for how much would be necessary to prepare before each session.
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D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
Posts: 2,857
Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
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Post by D.T. Pints on Jul 16, 2013 13:11:29 GMT -8
I really enjoy the three act format. Even mid campaign/adventure/module you can introduce or refresh plot elements during act one, build tension act II, resolve it act III. It may at times feel a bit railroady but I think it helps keep a story moving.
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Post by Luckstrider on Jul 16, 2013 17:15:16 GMT -8
I really enjoy the three act format. Even mid campaign/adventure/module you can introduce or refresh plot elements during act one, build tension act II, resolve it act III. It may at times feel a bit railroady but I think it helps keep a story moving. I definitely agree with the three act style. I try to build that into my episodes but it can get a bit cluttered and pushed due to time restrictions. I worry about the railroad effect a bit so I have started having several episode seeds ready to go and I let the party decide what they are going to follow it is still railroad like.
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D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
Posts: 2,857
Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
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Post by D.T. Pints on Jul 16, 2013 18:06:34 GMT -8
I think a huge factor regarding to railroad or not to railroad depends on how often your group gets together. My 6th PF campaign meets about every other week for 3 hours via G+. I try to keep it fairly sandboxy but my players have complained that having so many options prevents them from developing a very solid idea of story arcs. Also what plot hooks are important to follow. I often use NPCs as quiz givers to check in with the PCs understanding of the various plot and setting points. "How did you get here?" "Why are you traveling there?" "Why does the paladin look so disheveled?" Here's our actual play last two sessions: Awakening of the Desert King CH 4 Act III: They Stab It ( docs.google.com/file/d/0BxxMfYcanKY-VXdRa0ZCR3UwVzg/edit?usp=sharing) Awakening of the Desert King CH 4 Finale: You Must Fight ( docs.google.com/file/d/0BxxMfYcanKY-QkJydDJ3RUJ6WUE/edit?usp=sharing) This is our first attempts at recording our Pathfinder sessions over G+ their a bit messy, sound isn't great but I think their pretty fun. Cheers, Curt J. (Mrs.) P.S. That was using Google Drive that has 15 GB free storage with each gmail account. The Mighty Google brings us such mighty gifts! PPS: I prep probably now an hour for each 3 hour session.
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Post by jazzisblues on Jul 17, 2013 5:45:42 GMT -8
For a campaign I toss out the plot lines and let the timing fall where it may. If we're 15 min from the end of our time and something is about to happen I'll ask the players if they want to proceed knowing we might run over or do they want to stop there and we'll pick it up next time. I try to be fluid and organic about what happens and respond to the players rather than try to drive them. That said, certain things are going to happen in their own time if the players don't do something about it.
JiB
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Post by Luckstrider on Jul 24, 2013 5:01:47 GMT -8
Good ideas all! I'm working on switching up my preparation a little bit so that it is a little less intensive to me and more sandboxy for my players.
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