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	<title>Comments on: Troy&#8217;s Crock Pot: Transition sessions</title>
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		<title>By: jasales</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6355</link>
		<dc:creator>jasales</dc:creator>
		<pubDate>Thu, 18 Jun 2009 22:34:49 +0000</pubDate>
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		<description>I remember these. Once I switched from DND to Savage Worlds, Transition Sessions became a memory. 

Bookkeeping disappeared. Creating encounters and villains couldn&#039;t be easier. Since I don&#039;t spend my time on those things I can keep the story going and have plenty of time to be creative.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6355&#039;,&#039;jasales&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I remember these. Once I switched from DND to Savage Worlds, Transition Sessions became a memory. </p>
<p>Bookkeeping disappeared. Creating encounters and villains couldn&#8217;t be easier. Since I don&#8217;t spend my time on those things I can keep the story going and have plenty of time to be creative.
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		<title>By: LordVreeg</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6345</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Thu, 18 Jun 2009 15:46:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6345</guid>
		<description>@Rafe
Your session sounds more like mine.  &quot;Traditional Adventuring&quot; is still part of the game, but at over 1/2 of our play time is devoted to using the knowledge, prestige, wealth, and anything else that is dug up in a traditional adventure (not to mention how to dispose of those old argussian coins that are obviously out of circulation now).

In other words, we live squarely in Troy&#039;s #5.   Totally.  My PC&#039;s use &#039;Basic Social&#039;, &#039;Basic Etiquitte&#039;, and such as much as Hit Points. 
Transition Sessions are often a few sessions long, by the examples given above.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6345&#039;,&#039;LordVreeg&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Rafe<br />
Your session sounds more like mine.  &#8220;Traditional Adventuring&#8221; is still part of the game, but at over 1/2 of our play time is devoted to using the knowledge, prestige, wealth, and anything else that is dug up in a traditional adventure (not to mention how to dispose of those old argussian coins that are obviously out of circulation now).</p>
<p>In other words, we live squarely in Troy&#8217;s #5.   Totally.  My PC&#8217;s use &#8216;Basic Social&#8217;, &#8216;Basic Etiquitte&#8217;, and such as much as Hit Points.<br />
Transition Sessions are often a few sessions long, by the examples given above.
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		<title>By: Nojo</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6337</link>
		<dc:creator>Nojo</dc:creator>
		<pubDate>Wed, 17 Jun 2009 18:55:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6337</guid>
		<description>I hate book keeping. A lot. So my GMing style reflects that.

I give a flat xp award at the end of each session. Good play and other bonus stuff I reward with extra fate points. 

Shopping is between missions, either in on your Yahoo group site or in the first 10 minutes of the next mission. If you want more time than that learn to use our Yahoo Group site.

I never do cleanup . &quot;In the rest of the area you get a bunch of junk that covers your expenses of your pirate crew / henchmen / taxes / bribes / donations to the church / drinks / ...&quot; Plus clues to the next adventure. If they past some big toy they&#039;ll need in the next adventure, they can find it on the way there.

I do use traveling time transition encounters and events to highlight some cool bit of the world or shine the spotlight on a player character. And as I said before, if they need the Flashlight of Wazzo in the next adventure and missed it in the previous one, they find it one the way there, often being used to blinding effect by some opponent.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6337&#039;,&#039;Nojo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I hate book keeping. A lot. So my GMing style reflects that.</p>
<p>I give a flat xp award at the end of each session. Good play and other bonus stuff I reward with extra fate points. </p>
<p>Shopping is between missions, either in on your Yahoo group site or in the first 10 minutes of the next mission. If you want more time than that learn to use our Yahoo Group site.</p>
<p>I never do cleanup . &#8220;In the rest of the area you get a bunch of junk that covers your expenses of your pirate crew / henchmen / taxes / bribes / donations to the church / drinks / &#8230;&#8221; Plus clues to the next adventure. If they past some big toy they&#8217;ll need in the next adventure, they can find it on the way there.</p>
<p>I do use traveling time transition encounters and events to highlight some cool bit of the world or shine the spotlight on a player character. And as I said before, if they need the Flashlight of Wazzo in the next adventure and missed it in the previous one, they find it one the way there, often being used to blinding effect by some opponent.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6331</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 17 Jun 2009 13:54:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6331</guid>
		<description>&lt;a href=&#039;#comment-6330&#039; rel=&quot;nofollow&quot;&gt;@Troy E. Taylor&lt;/a&gt; - I wouldn&#039;t discount XP too much or it might encourage the party to drag it out.  But little risk should mean little reward, so I&#039;d start with 50% and adjust based on how much failure is penalized, how much success is rewarded, and the relative positions of the celestial bodies.  In other words, I&#039;d guess. :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6331&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6330' rel="nofollow">@Troy E. Taylor</a> &#8211; I wouldn&#8217;t discount XP too much or it might encourage the party to drag it out.  But little risk should mean little reward, so I&#8217;d start with 50% and adjust based on how much failure is penalized, how much success is rewarded, and the relative positions of the celestial bodies.  In other words, I&#8217;d guess. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6330</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Wed, 17 Jun 2009 13:37:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6330</guid>
		<description>Kurt:
Hand-waving, of course is an option for some groups. But what kind of XP are you suggesting handing out for this cleanup approach?

My inclination would be to make the XP reward match the approach. Maybe 1/x (with x being the total number of party members) of what they would receive normally?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6330&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Kurt:<br />
Hand-waving, of course is an option for some groups. But what kind of XP are you suggesting handing out for this cleanup approach?</p>
<p>My inclination would be to make the XP reward match the approach. Maybe 1/x (with x being the total number of party members) of what they would receive normally?
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6325</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 17 Jun 2009 06:18:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6325</guid>
		<description>You can also split the difference between hand-waving and dice-rolling.  

GM: &quot;Okay guys, you&#039;ve killed the Grand Pooh-Bah, what&#039;s the plan for clearing the rest of this dungeon?&quot;

Party: &quot;We take it room by room, announcing our presence and what we&#039;ve done, checking for traps at all the obvious places, and fighting everything that resists.&quot;

GM: &quot;Cool.  Everyone make your best attack roll, and whoever will do the announcing, make me a Bluff or Intimidate roll.  And whoever has the best Perception, make me a check.  Results?&quot;

Party: &quot;One crit, one fumble, and these numbers...  The bluff was moderate, but we are carrying the Pooh-Bah&#039;s head on a pike; that should count for something.  Natural 19 on the spot check.&quot;

GM: &quot;Gruesome, but effective.  As you make your way through the dungeon, some of the critters flee, some fight, and some want to talk about it.  Ms. Crit gets away with no damage, and even manages to find &lt;i&gt;this&lt;/i&gt; map.  Mr. Fumble manages to bend his sword and lose 80% of his hit points.  And Eagle Eyes here finds a secret door.&quot;  (Hands out damage or treasure, depending on die rolls, and roleplays out the encounter behind the secret door.)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6325&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>You can also split the difference between hand-waving and dice-rolling.  </p>
<p>GM: &#8220;Okay guys, you&#8217;ve killed the Grand Pooh-Bah, what&#8217;s the plan for clearing the rest of this dungeon?&#8221;</p>
<p>Party: &#8220;We take it room by room, announcing our presence and what we&#8217;ve done, checking for traps at all the obvious places, and fighting everything that resists.&#8221;</p>
<p>GM: &#8220;Cool.  Everyone make your best attack roll, and whoever will do the announcing, make me a Bluff or Intimidate roll.  And whoever has the best Perception, make me a check.  Results?&#8221;</p>
<p>Party: &#8220;One crit, one fumble, and these numbers&#8230;  The bluff was moderate, but we are carrying the Pooh-Bah&#8217;s head on a pike; that should count for something.  Natural 19 on the spot check.&#8221;</p>
<p>GM: &#8220;Gruesome, but effective.  As you make your way through the dungeon, some of the critters flee, some fight, and some want to talk about it.  Ms. Crit gets away with no damage, and even manages to find <i>this</i> map.  Mr. Fumble manages to bend his sword and lose 80% of his hit points.  And Eagle Eyes here finds a secret door.&#8221;  (Hands out damage or treasure, depending on die rolls, and roleplays out the encounter behind the secret door.)
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		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6324</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Wed, 17 Jun 2009 04:48:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6324</guid>
		<description>I think Scott is reading my mind. He&#039;s got the gist of what I&#039;m trying to say exactly right.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6324&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I think Scott is reading my mind. He&#8217;s got the gist of what I&#8217;m trying to say exactly right.
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6323</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Tue, 16 Jun 2009 23:41:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6323</guid>
		<description>&lt;a href=&#039;#comment-6322&#039; rel=&quot;nofollow&quot;&gt;@BryanB&lt;/a&gt; - Like I said, our group had a helluva lot more fun planning than executing.  I agree the general rule is the opposite, but it isn&#039;t a constant.  It depends heavily on the situation and the players&#039; own preferences.  Our plan actually more than survived first contact... it allowed us to succeed.

Scott:  Great list!  Those all make sense in a D&amp;D context.

As I said above, my head is currently in Burning Wheel and all of those are rife for full-on play.  For example, one of my players&#039; characters was looking for a rumour of organized crime in a large town he was new to.  He wound up with someone he &lt;i&gt;thought&lt;/i&gt; was the main player, but who had discovered someone nosing about and sent goons to bring him in.  He had a duel of wits to save his skin and wound up convincing the high-ranking enforcer to host him and make use of his skills, earning him an enemy in the form of the goon who wanted him tied to a rock and tossed into the river.  :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6323&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6322' rel="nofollow">@BryanB</a> &#8211; Like I said, our group had a helluva lot more fun planning than executing.  I agree the general rule is the opposite, but it isn&#8217;t a constant.  It depends heavily on the situation and the players&#8217; own preferences.  Our plan actually more than survived first contact&#8230; it allowed us to succeed.</p>
<p>Scott:  Great list!  Those all make sense in a D&amp;D context.</p>
<p>As I said above, my head is currently in Burning Wheel and all of those are rife for full-on play.  For example, one of my players&#8217; characters was looking for a rumour of organized crime in a large town he was new to.  He wound up with someone he <i>thought</i> was the main player, but who had discovered someone nosing about and sent goons to bring him in.  He had a duel of wits to save his skin and wound up convincing the high-ranking enforcer to host him and make use of his skills, earning him an enemy in the form of the goon who wanted him tied to a rock and tossed into the river.  <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6322</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Tue, 16 Jun 2009 21:15:49 +0000</pubDate>
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		<description>Another thing about planning, and I learned this by playing Shadowrun for several years, is that plans should be kept short, simple, and flexible. Plans rarely survive contact with the opposition. Deatailed blow by blow isn&#039;t going to make much difference in the long run, except for wasting precious gaming time.

Planning for four hours and executing the plan for an hour is a lot less satisfying than planning for 30 minutes and executing the plan for an hour and a half. The extra 30 minutes being for the screaming adjustments on the fly part of it. :D&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6322&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Another thing about planning, and I learned this by playing Shadowrun for several years, is that plans should be kept short, simple, and flexible. Plans rarely survive contact with the opposition. Deatailed blow by blow isn&#8217;t going to make much difference in the long run, except for wasting precious gaming time.</p>
<p>Planning for four hours and executing the plan for an hour is a lot less satisfying than planning for 30 minutes and executing the plan for an hour and a half. The extra 30 minutes being for the screaming adjustments on the fly part of it. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6321</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 16 Jun 2009 21:11:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6321</guid>
		<description>Some of Troy&#039;s points, like &lt;b&gt;4. The map&lt;/b&gt;, point to some causes for these transition delays. Sometimes you finish an adventure and the next adventure isn&#039;t clear-- time to hit the tavern and listen to rumors. Or time to research dragon lairs, or time to ask the city guard if they&#039;ve had any usual disturbances, or time to check in with your NPC friends and make sure they haven&#039;t been kidnapped while you were away on your last mission, or...

For freeform/sandbox games, any of the above might be a good way to pick your next adventure. Often, though, the GM has one or two ways to get you into the next adventure... and you may stumble around roleplaying lots of conversations until you finally hit on the right one. If the party splits up, so you have to wait a half hour for your five minute time-slice, and it turns out to be a bad guess [hmm... no useful rumors in the tavern after all], it can take quite a while.

Combine that with everyone competing to do stuff focused on their PC [interacting with their NPC friends, disposing of personal loot and ordering new supplies, finding leads to the person who has the item they want to buy, etc.], and a lot of time can pass.

Clear sign posting can avoid some of this, but not everything. Similarly, if you &quot;clean out the dungeon&quot; after you&#039;ve fought the head villain, few of the encounters will be challenging or exciting-- but if you break out the battlemat, it can take hours to go through the combats. If the GM has hinted that you&#039;d better be the next level before going on the next adventure, and XP comes from combat... you get the cleaning crew.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6321&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Some of Troy&#8217;s points, like <b>4. The map</b>, point to some causes for these transition delays. Sometimes you finish an adventure and the next adventure isn&#8217;t clear&#8211; time to hit the tavern and listen to rumors. Or time to research dragon lairs, or time to ask the city guard if they&#8217;ve had any usual disturbances, or time to check in with your NPC friends and make sure they haven&#8217;t been kidnapped while you were away on your last mission, or&#8230;</p>
<p>For freeform/sandbox games, any of the above might be a good way to pick your next adventure. Often, though, the GM has one or two ways to get you into the next adventure&#8230; and you may stumble around roleplaying lots of conversations until you finally hit on the right one. If the party splits up, so you have to wait a half hour for your five minute time-slice, and it turns out to be a bad guess [hmm... no useful rumors in the tavern after all], it can take quite a while.</p>
<p>Combine that with everyone competing to do stuff focused on their PC [interacting with their NPC friends, disposing of personal loot and ordering new supplies, finding leads to the person who has the item they want to buy, etc.], and a lot of time can pass.</p>
<p>Clear sign posting can avoid some of this, but not everything. Similarly, if you &#8220;clean out the dungeon&#8221; after you&#8217;ve fought the head villain, few of the encounters will be challenging or exciting&#8211; but if you break out the battlemat, it can take hours to go through the combats. If the GM has hinted that you&#8217;d better be the next level before going on the next adventure, and XP comes from combat&#8230; you get the cleaning crew.
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6320</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Tue, 16 Jun 2009 20:29:49 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-6319&#039; rel=&quot;nofollow&quot;&gt;@BryanB&lt;/a&gt; - Ah, that&#039;s what I was looking for.  I didn&#039;t quite get the distinction, but I think I&#039;m clued in now.  I suppose part of the problem is that I haven&#039;t encountered this very often, if ever.  Usually, if it comes to buying/selling, it just happens.  It takes perhaps 30 seconds for everyone at the table to sort that out.

In terms of planning, I&#039;ve always found that to be quite fun.  I remember a cyberpunk game where we all planned for 5 hours how to orchestrate a break-in, with the actual play of that taking only 1.5 hours.  We had a blast planning.  Like Troy said, it depends on the players&#039; preferences and what, exactly, the planning is for.  Sometimes it&#039;s unrelenting table chatter/debate, but sometimes it&#039;s in-character planning (or at least quite interesting table chatter).

The one thing I&#039;m still a bit confused about is how a transition session would take an actual session in terms of seeing it through.  Do they not take significantly less time, usually?  Again, I&#039;ve never (or very rarely) had a transition type of situation in D&amp;D and, with Burning Wheel, never.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6320&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6319' rel="nofollow">@BryanB</a> &#8211; Ah, that&#8217;s what I was looking for.  I didn&#8217;t quite get the distinction, but I think I&#8217;m clued in now.  I suppose part of the problem is that I haven&#8217;t encountered this very often, if ever.  Usually, if it comes to buying/selling, it just happens.  It takes perhaps 30 seconds for everyone at the table to sort that out.</p>
<p>In terms of planning, I&#8217;ve always found that to be quite fun.  I remember a cyberpunk game where we all planned for 5 hours how to orchestrate a break-in, with the actual play of that taking only 1.5 hours.  We had a blast planning.  Like Troy said, it depends on the players&#8217; preferences and what, exactly, the planning is for.  Sometimes it&#8217;s unrelenting table chatter/debate, but sometimes it&#8217;s in-character planning (or at least quite interesting table chatter).</p>
<p>The one thing I&#8217;m still a bit confused about is how a transition session would take an actual session in terms of seeing it through.  Do they not take significantly less time, usually?  Again, I&#8217;ve never (or very rarely) had a transition type of situation in D&amp;D and, with Burning Wheel, never.
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6319</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Tue, 16 Jun 2009 19:43:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6319</guid>
		<description>&lt;a href=&#039;#comment-6318&#039; rel=&quot;nofollow&quot;&gt;@Rafe&lt;/a&gt; - Planning things and buying/selling things is often much less appealing for a lot of players than encountering things and being involved in the actual adventure path itself.

When the downtime between dungeons or &quot;plot points&quot; (the trip into town) stagnates into a long Wal*Mart visit, Salvation Army drop, and conversation at the tavern, it becomes more of a transition session than an adventure session.

Not that these things can&#039;t be done or even played out in roleplay mode, but when an entire evening is taken up by mundane minutia, it can be quite boring and tedious for a lot of folks wanting to get back to the excitement.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6319&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6318' rel="nofollow">@Rafe</a> &#8211; Planning things and buying/selling things is often much less appealing for a lot of players than encountering things and being involved in the actual adventure path itself.</p>
<p>When the downtime between dungeons or &#8220;plot points&#8221; (the trip into town) stagnates into a long Wal*Mart visit, Salvation Army drop, and conversation at the tavern, it becomes more of a transition session than an adventure session.</p>
<p>Not that these things can&#8217;t be done or even played out in roleplay mode, but when an entire evening is taken up by mundane minutia, it can be quite boring and tedious for a lot of folks wanting to get back to the excitement.
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6318</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Tue, 16 Jun 2009 19:30:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6318</guid>
		<description>I&#039;m having the same issue as deadlytoque:  I&#039;m not understanding what your definition of a &quot;transition session&quot; is, or rather why it deserves special consideration.  What you describe sounds like 1/3 or 1/4 of all sessions, namely the segue from one story arc to next.  Why not just treat it as any other session?  Play it out as one would any other scenario in the game.

Am I missing a key part of what makes this kind of situation in-game different from any other?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6318&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m having the same issue as deadlytoque:  I&#8217;m not understanding what your definition of a &#8220;transition session&#8221; is, or rather why it deserves special consideration.  What you describe sounds like 1/3 or 1/4 of all sessions, namely the segue from one story arc to next.  Why not just treat it as any other session?  Play it out as one would any other scenario in the game.</p>
<p>Am I missing a key part of what makes this kind of situation in-game different from any other?
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6317</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 16 Jun 2009 16:59:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6317</guid>
		<description>Transition sessions are tough, particularly with my D&amp;D group. There are a few people in my group who enjoy the &quot;between adventure stuff&quot;-- selling loot and picking out new gear, playing out training in a new feat, researching the villain&#039;s weakness-- but several others who drift out if they go too long without combat and who are quickly impatient with planning.

Depending on the in game situation, this type of session can be minimized-- but doing so can throw off the game&#039;s expectations. If you don&#039;t let people convert &quot;junk&quot; to useful items, they&#039;ll probably be fighting below expectation until they have a chance to right the situation.

Your comment about resistance to taking between session events to email is also right on. I have a two players who would happily deal with selling, etc., between sessions. But at least three other players don&#039;t read/respond during the week, so you can&#039;t actually skip the session...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6317&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Transition sessions are tough, particularly with my D&amp;D group. There are a few people in my group who enjoy the &#8220;between adventure stuff&#8221;&#8211; selling loot and picking out new gear, playing out training in a new feat, researching the villain&#8217;s weakness&#8211; but several others who drift out if they go too long without combat and who are quickly impatient with planning.</p>
<p>Depending on the in game situation, this type of session can be minimized&#8211; but doing so can throw off the game&#8217;s expectations. If you don&#8217;t let people convert &#8220;junk&#8221; to useful items, they&#8217;ll probably be fighting below expectation until they have a chance to right the situation.</p>
<p>Your comment about resistance to taking between session events to email is also right on. I have a two players who would happily deal with selling, etc., between sessions. But at least three other players don&#8217;t read/respond during the week, so you can&#8217;t actually skip the session&#8230;
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		<title>By: deadlytoque</title>
		<link>http://www.gnomestew.com/gming-advice/troys-crock-pot-transition-sessions/comment-page-1#comment-6313</link>
		<dc:creator>deadlytoque</dc:creator>
		<pubDate>Tue, 16 Jun 2009 13:46:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4110#comment-6313</guid>
		<description>I don&#039;t think I&#039;ve ever encountered a session like this, and I had to read the entry a few times before I really locked on this: &quot;dungeon crawls and published adventures only, but they do seem to surface more with them.&quot; So I suppose it&#039;s the fact that I don&#039;t play games of that style that leads me to avoid the slogging transitions sessions.

I recently read about a technique called &quot;&lt;a href=&quot;http://simoncarryer.googlepages.com/sayyesorfacethedungeon&quot; rel=&quot;nofollow&quot;&gt;say yes or face the dungeon&lt;/a&gt;&quot; that might be of interest to people who are having a tough time with this kind of play.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6313&#039;,&#039;deadlytoque&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think I&#8217;ve ever encountered a session like this, and I had to read the entry a few times before I really locked on this: &#8220;dungeon crawls and published adventures only, but they do seem to surface more with them.&#8221; So I suppose it&#8217;s the fact that I don&#8217;t play games of that style that leads me to avoid the slogging transitions sessions.</p>
<p>I recently read about a technique called &#8220;<a href="http://simoncarryer.googlepages.com/sayyesorfacethedungeon" rel="nofollow">say yes or face the dungeon</a>&#8221; that might be of interest to people who are having a tough time with this kind of play.
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