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	<title>Comments on: Short Sessions: How to Cope</title>
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		<title>By: Ding! The Stew is Ready. Hope You Like Gnomes. : Critical Hits</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-8693</link>
		<dc:creator>Ding! The Stew is Ready. Hope You Like Gnomes. : Critical Hits</dc:creator>
		<pubDate>Sun, 24 Jan 2010 22:53:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-8693</guid>
		<description>[...] really liked the Short Sessions: How to Cope by Walt Icantspellhislastnamejustnow as it plays directly in our gaming [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8693&#039;,&#039;Ding! The Stew is Ready. Hope You Like Gnomes. : Critical Hits&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] really liked the Short Sessions: How to Cope by Walt Icantspellhislastnamejustnow as it plays directly in our gaming [...]
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		<title>By: troy812</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-4637</link>
		<dc:creator>troy812</dc:creator>
		<pubDate>Thu, 05 Mar 2009 15:54:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-4637</guid>
		<description>What a great article!  More useful than most published material out there!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;4637&#039;,&#039;troy812&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>What a great article!  More useful than most published material out there!
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('4637','troy812'); return false;">Reply</a> </div>
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		<title>By: Kingbeast&#8217;s Lair &#187; Blog Archive &#187; Gnome Stew On Short Session</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-1391</link>
		<dc:creator>Kingbeast&#8217;s Lair &#187; Blog Archive &#187; Gnome Stew On Short Session</dc:creator>
		<pubDate>Tue, 22 Jul 2008 21:55:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-1391</guid>
		<description>[...] The folks over at the Gnome Stew blog really have something great going.  If you have not seen their blog head on over and subscribe.  One thread that I found particularly interesting was about considerations when running short sessions.  As these days everyone has kids and such most of my sessions are short.  I learned everything in this post after suffering through it for a couple of years.  Save yourself the hardship and give it a read now.  [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1391&#039;,&#039;Kingbeast&#8217;s Lair &raquo; Blog Archive &raquo; Gnome Stew On Short Session&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] The folks over at the Gnome Stew blog really have something great going.  If you have not seen their blog head on over and subscribe.  One thread that I found particularly interesting was about considerations when running short sessions.  As these days everyone has kids and such most of my sessions are short.  I learned everything in this post after suffering through it for a couple of years.  Save yourself the hardship and give it a read now.  [...]
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('1391','Kingbeast&amp;#8217;s Lair &amp;raquo; Blog Archive &amp;raquo; Gnome Stew On Short Session'); return false;">Reply</a> </div>
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		<title>By: Professor Tanhauser</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-161</link>
		<dc:creator>Professor Tanhauser</dc:creator>
		<pubDate>Wed, 14 May 2008 04:08:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-161</guid>
		<description>Like I said under my first alias here, which I couldn&#039;t log in again as for some reason, we ought to have a bowl about running convention games, and I also suggest calling each blog a &#039;bowl&quot;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;161&#039;,&#039;Professor Tanhauser&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Like I said under my first alias here, which I couldn&#8217;t log in again as for some reason, we ought to have a bowl about running convention games, and I also suggest calling each blog a &#8216;bowl&#8221;.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('161','Professor Tanhauser'); return false;">Reply</a> </div>
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		<title>By: Omnus</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-160</link>
		<dc:creator>Omnus</dc:creator>
		<pubDate>Wed, 14 May 2008 04:03:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-160</guid>
		<description>The other consideration with convention gaming that goes well beyond the already-demanding limitation of length to game is the necessity to have a finish to it.  There is nothing, nothing I tell you, worse than having the referee or DM look at his watch and end the game abruptly through no fault of your own because of shoddy time management or other, deeper flaws in the game.  If you have a regular or semi-regular group and can only game in short stretches, you pick up the game where you left off.  You can&#039;t do this in a con.

At a convention, the DM must really clamp down.  All the above principles become essential.  Railroading?  What kind: B&amp;O, or a little Reading, perhaps?  Subplots?  Totally expendable.  Having the rules at hand?  Tattoo them to any exposed skin available.  And most importantly, lock down the kind of nonsense at a table that can kill a group&#039;s forward momentum.  Find out who needs to be coddled and spoon-feed them to keep them involved before they get to be a distraction.  Head off the rules lawyers.  Get the the end, whatever that end is, to avoid that Bad Ending of quitting before the game should be finished.

So Sayeth Omnus.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;160&#039;,&#039;Omnus&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The other consideration with convention gaming that goes well beyond the already-demanding limitation of length to game is the necessity to have a finish to it.  There is nothing, nothing I tell you, worse than having the referee or DM look at his watch and end the game abruptly through no fault of your own because of shoddy time management or other, deeper flaws in the game.  If you have a regular or semi-regular group and can only game in short stretches, you pick up the game where you left off.  You can&#8217;t do this in a con.</p>
<p>At a convention, the DM must really clamp down.  All the above principles become essential.  Railroading?  What kind: B&amp;O, or a little Reading, perhaps?  Subplots?  Totally expendable.  Having the rules at hand?  Tattoo them to any exposed skin available.  And most importantly, lock down the kind of nonsense at a table that can kill a group&#8217;s forward momentum.  Find out who needs to be coddled and spoon-feed them to keep them involved before they get to be a distraction.  Head off the rules lawyers.  Get the the end, whatever that end is, to avoid that Bad Ending of quitting before the game should be finished.</p>
<p>So Sayeth Omnus.
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		<title>By: Beatnik Gamer</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-156</link>
		<dc:creator>Beatnik Gamer</dc:creator>
		<pubDate>Tue, 13 May 2008 23:54:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-156</guid>
		<description>As a tangent to this, may I suggest a bowl (of gnome stew, whether it&#039;s made of gnomes or for for gnomes) that deals with the issue of running games at conventions.

Running games at cons is important as it lets people show off their favorite games to new vict... er, players and can get people to buy into new game systems and settings.

When running a con game you not only have a short session (4 hours IME) but you have no idea who/what is going to show up and how many (^ is the usual limit, less can show up.)

So running a game at a con is a unique challenge and a potentially rewarding experience as it can get in new gamers, or send then screaming into the night if handled badly...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;156&#039;,&#039;Beatnik Gamer&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>As a tangent to this, may I suggest a bowl (of gnome stew, whether it&#8217;s made of gnomes or for for gnomes) that deals with the issue of running games at conventions.</p>
<p>Running games at cons is important as it lets people show off their favorite games to new vict&#8230; er, players and can get people to buy into new game systems and settings.</p>
<p>When running a con game you not only have a short session (4 hours IME) but you have no idea who/what is going to show up and how many (^ is the usual limit, less can show up.)</p>
<p>So running a game at a con is a unique challenge and a potentially rewarding experience as it can get in new gamers, or send then screaming into the night if handled badly&#8230;
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-127</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Tue, 13 May 2008 15:37:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-127</guid>
		<description>I&#039;m guilty of railroading, too, but only because my group has PCs with such clearly defined personalities. It&#039;s not hard for me to find ways to motivate them toward the &quot;right&quot; course of action, which keeps our sessions on-task.

And if they -do- veer off course, I only have to wing it for a couple of hours, then I have a whole week to prep something else!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;127&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m guilty of railroading, too, but only because my group has PCs with such clearly defined personalities. It&#8217;s not hard for me to find ways to motivate them toward the &#8220;right&#8221; course of action, which keeps our sessions on-task.</p>
<p>And if they -do- veer off course, I only have to wing it for a couple of hours, then I have a whole week to prep something else!
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		<title>By: tman</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-125</link>
		<dc:creator>tman</dc:creator>
		<pubDate>Tue, 13 May 2008 15:13:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-125</guid>
		<description>My group plays for 4 hours every two weeks, so maximum play time is a real consideration. As others have mentioned, I use email to make the time more useful.

* Big list of treasure? I email the list to the players between games and everyone can haggle over it between sessions. Ditto for identifying magic items and the like.
* The King has a mission he wants you to go on? My kings always summon the party to the throne room in between sessions. Then they give their long-winded description of what they want. This works really well because a) nobody interrupts the king (roleplay), b) everyone sees the whole message clearly, c) nobody interrupts the DM (Monty Python/Buffy/LOTR reference)
* Time in town getting new items is all handled between sessions. Each player has a dedicated email session to handle what they are doing with or without the other players. Somebody doing research gets their results. Then that player has to deliver the information to the party (fun when they forget stuff too!). 
* Big battle coming up? Get the plan together between games. Sometimes, they have their own email separate from me so I get surprised by their strategy at the table. Those are great fun! 
* Invites to the next game - I do a little recap to remind everyone where they are and what they are doing. I even BCC two spouses to remind them what nights husbands won&#039;t be available. 

I sometimes do little &#039;behind your back&#039; writeups where the NPCs or the villains scheme behind the PC&#039;s backs just for flavor or foreshadowing.

Email between games has really improved the enjoyment at the table!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;125&#039;,&#039;tman&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>My group plays for 4 hours every two weeks, so maximum play time is a real consideration. As others have mentioned, I use email to make the time more useful.</p>
<p>* Big list of treasure? I email the list to the players between games and everyone can haggle over it between sessions. Ditto for identifying magic items and the like.<br />
* The King has a mission he wants you to go on? My kings always summon the party to the throne room in between sessions. Then they give their long-winded description of what they want. This works really well because a) nobody interrupts the king (roleplay), b) everyone sees the whole message clearly, c) nobody interrupts the DM (Monty Python/Buffy/LOTR reference)<br />
* Time in town getting new items is all handled between sessions. Each player has a dedicated email session to handle what they are doing with or without the other players. Somebody doing research gets their results. Then that player has to deliver the information to the party (fun when they forget stuff too!).<br />
* Big battle coming up? Get the plan together between games. Sometimes, they have their own email separate from me so I get surprised by their strategy at the table. Those are great fun!<br />
* Invites to the next game &#8211; I do a little recap to remind everyone where they are and what they are doing. I even BCC two spouses to remind them what nights husbands won&#8217;t be available. </p>
<p>I sometimes do little &#8216;behind your back&#8217; writeups where the NPCs or the villains scheme behind the PC&#8217;s backs just for flavor or foreshadowing.</p>
<p>Email between games has really improved the enjoyment at the table!
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-120</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Tue, 13 May 2008 13:14:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-120</guid>
		<description>Nice post; very pertinent for me, as Baby #1 is inbound in about six weeks... :-)

Things I&#039;ve found to be helpful:

Used the phrase &quot;Time passes&quot; when you want to get to the cool stuff.  You can overdo this.

To get the group in the gaming mood, email them all a few days before the session with a reminder to have everything ready when they get there.  Email them again the day before with the same reminder.  

A Google or Yahoo Group is great for stuff that can be handled away from the table (buying/selling stuff, negotiations, travelogues, etc.).  And IM sessions are great for solo play, so you don&#039;t have to make four people wait while the fifth goes to chat with the local Thieves Guild...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;120&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Nice post; very pertinent for me, as Baby #1 is inbound in about six weeks&#8230; <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Things I&#8217;ve found to be helpful:</p>
<p>Used the phrase &#8220;Time passes&#8221; when you want to get to the cool stuff.  You can overdo this.</p>
<p>To get the group in the gaming mood, email them all a few days before the session with a reminder to have everything ready when they get there.  Email them again the day before with the same reminder.  </p>
<p>A Google or Yahoo Group is great for stuff that can be handled away from the table (buying/selling stuff, negotiations, travelogues, etc.).  And IM sessions are great for solo play, so you don&#8217;t have to make four people wait while the fifth goes to chat with the local Thieves Guild&#8230;
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-100</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Tue, 13 May 2008 01:48:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-100</guid>
		<description>With our limited time, all my group gets is short sessions. This is some good solid advice that will come in handy to keep my sessions rolling. Got any tips on getting the group to come to focus at the gaming table? The biggest chunk out of game time is the players getting ready to game.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;100&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>With our limited time, all my group gets is short sessions. This is some good solid advice that will come in handy to keep my sessions rolling. Got any tips on getting the group to come to focus at the gaming table? The biggest chunk out of game time is the players getting ready to game.
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		<title>By: robosnake</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-97</link>
		<dc:creator>robosnake</dc:creator>
		<pubDate>Tue, 13 May 2008 00:33:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-97</guid>
		<description>Hey, just found out about the blog.  Nice.

I would add: steal something from the indie/story games crowd and give scene framing some thought in a shorter game. Make sure the scene is clear in your head, and that there is a clear reason for it being there.  I hate, particularly in games like D&amp;D, where half of a session is taken up shopping in the PhB or DMG for new equipment, or so a player can drag out a conversation with a &quot;tavern wench&quot; or something.

I&#039;ve found that its pretty easy to gloss over unimportant scenes and events - fights the PCs will walk through without a problem, conversations that aren&#039;t key to the storyline, and so on.  That way, when you describe a scene in more detail and spent more time on it, everyone gets the  hint that this is important...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;97&#039;,&#039;robosnake&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Hey, just found out about the blog.  Nice.</p>
<p>I would add: steal something from the indie/story games crowd and give scene framing some thought in a shorter game. Make sure the scene is clear in your head, and that there is a clear reason for it being there.  I hate, particularly in games like D&amp;D, where half of a session is taken up shopping in the PhB or DMG for new equipment, or so a player can drag out a conversation with a &#8220;tavern wench&#8221; or something.</p>
<p>I&#8217;ve found that its pretty easy to gloss over unimportant scenes and events &#8211; fights the PCs will walk through without a problem, conversations that aren&#8217;t key to the storyline, and so on.  That way, when you describe a scene in more detail and spent more time on it, everyone gets the  hint that this is important&#8230;
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		<title>By: Walt Ciechanowski</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-80</link>
		<dc:creator>Walt Ciechanowski</dc:creator>
		<pubDate>Mon, 12 May 2008 17:50:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-80</guid>
		<description>Thanks for the comments, everybody. I really struggled with what to post first. Your comments have already spawned a couple of post ideas in my head :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;80&#039;,&#039;Walt Ciechanowski&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thanks for the comments, everybody. I really struggled with what to post first. Your comments have already spawned a couple of post ideas in my head <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: JohnTaber</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-79</link>
		<dc:creator>JohnTaber</dc:creator>
		<pubDate>Mon, 12 May 2008 17:38:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-79</guid>
		<description>Very well put.  I have been running short 4 hour games now for almost 5 years.  During that time I was forced to learn many of these tricks the hard way.  ;)

As a sideline note...I know that I sometimes have a problem with railroading.  My last campaign I really tried to improve it.  When I asked my gaming group about it during a session their response surprised me.  They wanted MORE railroading.  The reason was the session length.  With more direction they spend less time debating which direction to go.  Don&#039;t figure...  :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;79&#039;,&#039;JohnTaber&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Very well put.  I have been running short 4 hour games now for almost 5 years.  During that time I was forced to learn many of these tricks the hard way.  <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>As a sideline note&#8230;I know that I sometimes have a problem with railroading.  My last campaign I really tried to improve it.  When I asked my gaming group about it during a session their response surprised me.  They wanted MORE railroading.  The reason was the session length.  With more direction they spend less time debating which direction to go.  Don&#8217;t figure&#8230;  <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-76</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Mon, 12 May 2008 17:13:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-76</guid>
		<description>Your first point, Setting a Session Goal, works very well on even smaller time scales too.  If you&#039;re good about having a goal for each scene, you can accomplish a lot in a very short time.  That&#039;s something that&#039;s still surprising me after running Primetime Adventures for a while-- if you start scenes with a goal or conflict in mind, you whip through them awfully quick.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;76&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Your first point, Setting a Session Goal, works very well on even smaller time scales too.  If you&#8217;re good about having a goal for each scene, you can accomplish a lot in a very short time.  That&#8217;s something that&#8217;s still surprising me after running Primetime Adventures for a while&#8211; if you start scenes with a goal or conflict in mind, you whip through them awfully quick.
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions/comment-page-1#comment-63</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Mon, 12 May 2008 16:09:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=45#comment-63</guid>
		<description>My campaign has weekly three-hour sessions, plus it&#039;s an online chat-based game, so I have a host of technical considerations on top of these issues. The shorter (and more frequent) prep times are pretty sweet though.

I don&#039;t like to spend time on red herrings, either, but I&#039;ve also eliminated &quot;random&quot; encounters and incidental combats that don&#039;t pose a serious threat to the PCs. Chat-based combat just takes too long to waste the group&#039;s time like that - any fight I expect to send their way is plot-related. The &quot;set pieces&quot; in the published Eberron adventures are the sort of thing I&#039;m going for.

And it never hurts to roll initiative for all your opponents in advance. ; )

As for subplots, my group moves those forward in short-fiction interludes between the sessions. Luckily, though, much of what my players came up with dovetails into my overall plot, so they don&#039;t &quot;intrude&quot; on everyone&#039;s good time when they pop up in-session.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;63&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>My campaign has weekly three-hour sessions, plus it&#8217;s an online chat-based game, so I have a host of technical considerations on top of these issues. The shorter (and more frequent) prep times are pretty sweet though.</p>
<p>I don&#8217;t like to spend time on red herrings, either, but I&#8217;ve also eliminated &#8220;random&#8221; encounters and incidental combats that don&#8217;t pose a serious threat to the PCs. Chat-based combat just takes too long to waste the group&#8217;s time like that &#8211; any fight I expect to send their way is plot-related. The &#8220;set pieces&#8221; in the published Eberron adventures are the sort of thing I&#8217;m going for.</p>
<p>And it never hurts to roll initiative for all your opponents in advance. ; )</p>
<p>As for subplots, my group moves those forward in short-fiction interludes between the sessions. Luckily, though, much of what my players came up with dovetails into my overall plot, so they don&#8217;t &#8220;intrude&#8221; on everyone&#8217;s good time when they pop up in-session.
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