Adventure path in a hurry


Advice

Grand Lodge

Please oh great experienced GMs is there any Adventure paths you have run that are practical to run in 4-5 hour slot of time. Is there any way to make an adventure path work
in that time limit?


You probably don't mean "adventure path". Those are 6 full books, over 500 pages of adventure content. Hard to squeeze that into a 5-hour session. Unless you meant something a year of 5-hour sessions once/week.

Other published adventures vary in sizes but many of them are designed to be run in a single session under 6 hours (4 hours might be cutting it pretty close - you'd need good players who didn't waste any time on looking up rules, healing in combat, roleplaying, or YouTubing at the game table).


The entire campaign in 4-5 hours? No. Adventure Paths take many sessions of a such a length to get through.

There are many modules that could be run in that time frame if that is what you need. All of the PFS scenarios are designed to be run in about 4 hours.

Dark Archive

Kingmaker, the hexploration setup is broken up in bitesize pieces which makes it easier to prepare. It works a lot like a plot point campaign for Savage Worlds, which might also be a good choice for you if you're willing to try something other than Pathfinder.


Any of the single-level modules Paizo publishes can be done in one long session if you're serious about it. Granted, in my experience it ranges from difficult to impossible to get a non-PFS group to move fast enough to get it done (the PFS group knows they're going to get chased out of the store and not get any prestige rewards if they don't finish in time).

Grand Lodge

no I did not mean do a whole adventure path during a 4 to 5 hour session but small bites of a campaign so you could do parts of the adventure path once a week for 4 to 5 hours similar to a scenario

Liberty's Edge

paul Riggs wrote:
no I did not mean do a whole adventure path during a 4 to 5 hour session but small bites of a campaign so you could do parts of the adventure path once a week for 4 to 5 hours similar to a scenario

This is how they are usually done by most people who do them. So...yes, that works.

Scarab Sages

paul Riggs wrote:
no I did not mean do a whole adventure path during a 4 to 5 hour session but small bites of a campaign so you could do parts of the adventure path once a week for 4 to 5 hours similar to a scenario

Yes ... that's what a campaign is. I'm not sure how else one would run an adventure path (or any other campaign) other than 4 or 5 hours at a time. Perhaps I'm being obtuse, and meaning no offense here, but how else do you think an adventure path would be run?


I'm running Rise of the Runelords in what is effectively 3 hour timeslots. It just takes longer to complete. We are just starting book 4 and we've been playing since June '14.


I am running a Curse of the Crimson Throne campaign, and we meet roughly 3 times a month for 4-5 hours. We started late last fall and are around the end of the first book. 4-5 hours are a decent time for a session - you have some time to get in the mood, get your bearings and do stuff. Most adventure paths work pretty well in such intervals - the only problem I can think of are big, complex dungeons where the players can forget small, but important details they noticed the last time. Ideally, you want the session to end on an easily remembered spot so people can easily pick up the pace for next week and not forget, say, important clues to the puzzle or a secret door they decided to leave for later.

Liberty's Edge

I've run two APs (Rise of the Runelords and Curse of the Crimson Throne) split into 3-3½ hour sessions. Each one took around 80 sessions to complete.


paul Riggs wrote:

Please oh great experienced GMs is there any Adventure paths you have run that are practical to run in 4-5 hour slot of time. Is there any way to make an adventure path work

in that time limit?

I once made my own dungeon to fill up a bit of time and to raise my PC's Wealth By level.

I was worried that it wasn't going to be long enough, however it took 2 sessions to complete going at a steady pace.

Likewise, I am running a small module that I worried was going to be short again, and it took longer than expected.

I would suggest looking up some modules and finding some that are your party's level and just rolling with it. As a back up plan you can run a module and have a dungeon already generate as a back up.


I'd say don't worry. As long as you keep an eye on the time you can basically stop an adventure whenever you need to, except for in the middle of combat. Even if one person really has to go halfway through an encounter because of Real Life things, everyone else can just finish it without them and then pack up. If it's only 1 round of combat, you really don't miss much.

That's what my group does, and cliffhangers certainly don't make it any less fun. Although some days we do just keep going until they kick us out of the building...


I am currently running Rise of the Runelords and am playing in several other games. Our average run time, 1 session per week, is 4 hours. It works out fine for us, and we have been doing this format for the past few years. Some APs move faster than other depending on what sort of game your are looking for. Some of our GMs run straight from the books, while others add extra content and focus more on RP.

If time is a limiting factor for some players, just have them set a timer or alarm on their phone to give a 15 minute warning. I usually do this at my table so that I don't go over time and the 15 minutes usually gives me enough time to get the group to a decent spot to end for the week.


paul Riggs wrote:
no I did not mean do a whole adventure path during a 4 to 5 hour session but small bites of a campaign so you could do parts of the adventure path once a week for 4 to 5 hours similar to a scenario

That's how most people play any AP....

For ex; In my group it usually takes 2-3 4.5 hour sessions to play through each sub-section of an AP volume

So pick one you like the sound of, read through it, & get playing.

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