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PFS adventures are designed to be played in a 5 hour window. Actual in-game time varies based on the module though from several hours to several weeks.
Actually they are designed to run in a 4 hour window, though some people run them in 5 hour windows just in case.
Joshua O'Connor-Rose
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Convention Settings a regular mod typically takes 5 hours with a bit a breathing room (though not much and usually an optional encounter is dropped)
We've been running home games in six hour sessions, there's room to breathe and then some. We include optional encounters, role playing, recaps, and history, noting how things tie together.
It's mostly a matter of style.
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Actually they are designed to run in a 4 hour window, though some people run them in 5 hour windows just in case.
Season 0 mods were designed to run in a 4 hour window. With the advent of Season 1 they upped the "standard" window to 5 hours. Most of the newer mods blow the original 4 hour limit out of the water. That's in my experience at least.
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Season 0 mods were designed to run in a 4 hour window. With the advent of Season 1 they upped the "standard" window to 5 hours. Most of the newer mods blow the original 4 hour limit out of the water. That's in my experience at least.
That is not true, they did not up the standard, they did make GenCon 5 hour Windows, but Josh even at the time said they would not make the scenarios take longer then a 4 hour Window, though there are times it happens, I have had only a hand full of times I have used more then 4 hours with season 1 or 2 scenarios, Damn you Strix!!!!!!
Not to say it is not a bad policy to schedule 5 hour Window, but for many Cons you can only do 4 so they strive to write them so they can be done in 4, they are not written to specfically use 5+ hours.
| hogarth |
In my experience they take over 4 hours, more like 5 or 6 if everyone is roleplaying and you have 5 or 6 players. I can't remember the last PFS scenario I finished in 4 hours.
I can remember a few that we just whisked through in 2-2.5 hours because they were basically just a linear chase. Crocodile King (defunct) and Tide of Morning fit that description, I think.
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In my experience they take over 4 hours, more like 5 or 6 if everyone is roleplaying and you have 5 or 6 players. I can't remember the last PFS scenario I finished in 4 hours.
The high level ones (7-11) seem to take at least 6 and sometimes up to 8 hours, too. I personally think that cons should slot all of those as two rounders. I haven't gotten to finish most of the 7-11s I've played.
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ericthecleric wrote:As the subject asks, how long in game time does a typical PFS adventure take?From a couple of hours to around a typical adventuring day, for the most part. A 10min/lvl spell will often last the entirety of the adventure.
Agreed for the most part. I've noticed many will have some sort of gap of at least an hour, though not all. Others can pass over a couple days, but usually it's only one long gap between encounters.
That doesn't count travel time to the adventure, which often can be a month or more.
| hogarth |
ericthecleric wrote:As the subject asks, how long in game time does a typical PFS adventure take?From a couple of hours to around a typical adventuring day, for the most part. A 10min/lvl spell will often last the entirety of the adventure.
-Matt
Ah...that's "in-game time" he's asking about.
I agree with Matt, although I've played a number of games where we camped overnight.
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Eric, expect them to take 3-5 hours. High level scenarios will always run at least 4.
If Thea Peters is your GM, expect any scenario to run less than 90 minutes (with a 20 minute pee break in the middle).
And if Kyle Baird runs your scenario expect to be dead before your dice land on the table.
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Kyle Baird wrote:And if Kyle Baird runs your scenario expect to be dead before your dice land on the table.Eric, expect them to take 3-5 hours. High level scenarios will always run at least 4.
If Thea Peters is your GM, expect any scenario to run less than 90 minutes (with a 20 minute pee break in the middle).
Thanks Slanky! My reputation is on its way back up!
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Kyle Baird wrote:If Thea Peters is your GM, expect any scenario to run less than 90 minutes (with a 20 minute pee break in the middle).I heard there is a VC who tends to run long ;-)
Bob! It's good to hear from you! I thought you were still running that Godsmouth Heresy game you started in April!
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...I have had only a hand full of times I have used more then 4 hours with season 1 or 2 scenarios, Damn you Strix!!!!!!
Not to say it is not a bad policy to schedule 5 hour Window, but for many Cons you can only do 4 so they strive to write them so they can be done in 4, they are not written to specfically use 5+ hours.
Strix, LOL. I must lobby to have more of them in season 3 :)
I usually set off 5 hours pr. scenario.
At the store games I run the shop is open from 11am to 3 pm, so those games we always play in less than 4 hours.
It takes a bit of practice and time monitoring, but it can be done. Often I have to skip optional encounters, but the game does not suffer from it.
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A prepared GM will hardly ever go over the 5 hour window.
If Thea Peters is your GM, expect any scenario to run less than 90 minutes (with a 20 minute pee break in the middle).
You sirah have grievously wounded me with your slanders and accusations!!!
*hops off and pouts*
Besides, I'm just well prepared!!!
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Kyle Baird wrote:A prepared GM will hardly ever go over the 5 hour window.
If Thea Peters is your GM, expect any scenario to run less than 90 minutes (with a 20 minute pee break in the middle).
You sirah have grievously wounded me with your slanders and accusations!!!
*hops off and pouts*
Besides, I'm just well prepared!!!
*throws down the gauntlet for Thea*