Suggestion: Time Testing for New Modules.


Pathfinder Society

Dark Archive 4/5

Hello, this is a plea to module developers to please consider the length of the module in real terms. As Pathfinder has gone on, it has shown that modules have gotten longer and more complex. This is mainly because the central people you are probably testing with know exactly what the classes are and what they are doing each time.

See, the thing is, as the owners of the product, and as the people making these products, you commit modules to memory, you know rules and spells by heart, and people understand how the game plays. This is a big problem in a convention atmosphere where 4 hours (+1 for a break) is only provided. And, in that time, I have to cater to people that do not have the entirety of Pathfinder committed to memory. Unfortunately, in later modules, I have to rush through modules due to time limits. Remember, not all Pathfinder Gamers are indeed gamer gods.

Start off with 5 hours on the clock.

Preparation

  • Print out the entire module.
  • Do not pre-map any maps.
  • You will need each Pathfinder book that is represented in your module (such as Bestiary, etc.)
  • You will need 5 PCs of the highest level of each subtier. (So, if you have a 1-2 module, 5 level 2 PCs).
  • Enough dice.

Introduction

  • Subtract 5 minutes.
    This represents the time it takes for people to get setup and introduce themselves, and hand out tracking sheets and faction missions.

  • Take the longest (word-count) faction mission and read it clearly.
    A good yardstick for "clearly" is that you ask a friend that you want to tell them something. Tell them to stop you anytime they do not understand you. This represents the time it takes for people to read faction missions, and possibly devise a strategy.

  • Read the introduction clearly twice. Read out each question and answer entry once. Read out the entire knowledge entry once.
    See above on how to yardstick "clearly". This represents the time it takes for people to hear the introduction, for a GM to repeat any information someone might have missed during the first reading, people to roll the knowledge checks and the fact that you could get all of the knowledge checks.

  • Subtract 2 minutes
    This represents the time it takes for people to ask questions, and deal with anything they need to purchase.

Roleplay

  • For each blurb, read it clearly once.
    This is obvious.

  • If a player needs to access a faction mission, look up the entry in the paper, do not recall it from memory! Read the entire entry once over as fast as you want, and make sure it makes sense.
    This represents the time the GM needs to find the Faction Mission information, and verify the completion process.

  • For each roll required, subtract 15 seconds
    This represents the time a person needs to roll the dice, look up the information and provide it to the GM, and for them to look it up.

  • For each response required, subtract 30 seconds.
    This represents the time for people to think up of an action and provide a response.

Combat

  • Do not draw the map until combat is required.
    This makes sure that you don't just skip over one of the biggest time sinks in the game: Drawing. Some people pre-draw, but most people don't take the time to pre-draw maps due to the fact that they have to run 8 of them, and have jobs and families that sink the rest of the time.

  • Look up each spell/ability you use in the book. If a spell is used more than once per module, you do not need to look it up.
    This represents the time of spellcasters needing to think of the spell they want to do. Players will remember spells from each module, however.

  • If you use a combat maneuver, look its entry up in the book, once per module.
    See above. This represents the time required to look up the entry and put it up.

  • If a monster uses an ability that is not listed in the stat block, look its entry up in the Bestiary
    This includes any special abilities, such as 'swallow whole'. You don't need to look up that a Fey's good saves.

After all this, total all of the time up. If your time exceeds 5 hours wasted, your module is too long. Most people will rush through your module and it will be degraded in quality due to the length of the module.

Just a suggestion. It will help a GM that has to rush through modules when I encounter a group that is a group of new players.

The Exchange 5/5 RPG Superstar 2010 Top 16

This is a good thread to keep in mind. Thanks, Imper1um.

Having said that, if map-drawing is taking a while, that's something that needs to be done in prep-time. Either pre-draw the map (which, you're right, can take hours), or make sure a Map-pack or folding map is available.


I'll add one more thing:

If a creature has an unusual defensive power that requires a specific countermeasure, (e.g. invisibility, deeper darkness, immunity to weapon damage) the time required to resolve that encounter may double or triple for parties who lack the countermeasure.

1/5

I think the 5 hour mark is designed for conventions were the scenarios played are set in stone and GM's have plenty of time to prep and get acquainted. Unfortunately my group plays at a local gaming shop. We do not know who will be showing up and what scenarios they have credit for. We start games at 1pm but ask that players show up by at least 12:30 if not earlier. Still, players show up at 1pm on the dot and expect to play. So what happens is that all scenarios get run cold with no prep. We are getting pretty good at it but the the scenario can get pretty butchered and drag on depending on the GM. Had a GM butcher Sewer Dragons of Absalom last week. He miss-drew maps, had wrong or missed trap mechanics, and mislead players with incorrectly played npc interactions. Luckily the players didn't realize this but it dragged the scenario out longer than it should have been.

Grand Lodge 4/5

Lab_Rat wrote:
I think the 5 hour mark is designed for conventions were the scenarios played are set in stone and GM's have plenty of time to prep and get acquainted. Unfortunately my group plays at a local gaming shop. We do not know who will be showing up and what scenarios they have credit for. We start games at 1pm but ask that players show up by at least 12:30 if not earlier. Still, players show up at 1pm on the dot and expect to play. So what happens is that all scenarios get run cold with no prep. We are getting pretty good at it but the the scenario can get pretty butchered and drag on depending on the GM. Had a GM butcher Sewer Dragons of Absalom last week. He miss-drew maps, had wrong or missed trap mechanics, and mislead players with incorrectly played npc interactions. Luckily the players didn't realize this but it dragged the scenario out longer than it should have been.

Not to derail the main topic of the thread, which I wholeheartedly agree with:

After running game days at game stores for a long time in the RPGA days, I have to say that you're making a lot more work for yourself than you need to.

I'd recommend the following:

1. Get a sign up sheet. I recommend using something online. Warhorn.net, Yahoo! Groups, the store's web page (if they're set up for this kind of thing). If none of these are viable for you, put it on paper in the store.
2. When you put out the sign up sheet, list the mod (or mods) you will be playing. Plan out your mod schedule at *least* a week in advance, if you can plan a month or more it's even better. This helps your players and your GMs. Make sure the sign-ups include class and level for characters.
3. Line up your GMs for your mods at least a week in advance.
4. Get the mod(s) to your GM(s) as early as possible so they have time to at least read through them once.
5. Periodic polls asking which mods people haven't played will help you determine which ones you need to run and which ones you should save unless you get a special request.
6. Always have a GM that's ready to run an intro mod for new players if needed.

This helps in the following ways:

1. Players know what mod(s) will be available to play which days, and they know they'll get a GM who's prepped on the module and will, consequently, provide a better game experience.
2. GMs know what mod they'll be running on any given day, so they can prep for it and come to the table confident that they have the background down and have had to time for drawing maps, painting minis, or whatever they like to spend time prepping.
3. Sign-ups that include character class and level help the GM know which sub-tier to focus his prep on.
4. As an organizer, you get to spend more time playing games on the game day rather than trying to sort out who can play what at which tier, etc.
5. The store benefits in that you more easily adhere to the schedule you've provided them, so they can schedule events around your gameday without worrying about your group running late and impacting other groups.

Dark Archive 4/5

Yes, I understand about pre-mapping. This is understandable, but all of the areas I list are delay tactics so a module creator can take into account that not all players are ready in a moment's notice. It's a fact that Paizo tests internally, and, with it, it can cause a lot of issues. Modules <0-14 were really short (we would end 1 hour before the slot ended), however, 0-15 to 1-04 were getting just almost to the slot full time, and some slots, I have been fully prepared, started on time, but combat just lasts longer because people need to think, look up things and act. It takes time. Not preparing for the "thinking time" of the average player means that, as a GM, you have to speed through things and make shortcuts.

Shadow Lodge 1/5

Some scenario's can run long. It also depends on the mix of players at the table and their experience.

As was mentioned, I pre-draw or have all of my maps prepared. You must start on time and prod the group along from time to time.

But agreed, please don't make the scenario's too long.

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