Michael Sayre Design Manager |
Our session typically run 3-4 hours, with 2-3 bolcks of "social time" and skill-based encounters, and 2-3 blocks of combat time. We usually do 6 or 7 to 10 or 11 on Saturdays and Tuesdays.
One of the big things we did to help minimize turn times was intstituting a loosely enforced 30 second rule. If you can't decide what you want to do within 30 seconds of your turn in initiative you lose your turn and are holding it until you've made up your mind. It motivates people to be prepared or risk losing their spot in the initiative order.
Blue_Drake |
My group usually meets 3 times a month and our sessions vary in length quite a bit with 3 to 6 hours being average. If we play for longer than 4 hours we usually take an hour break for food.
We're playing over Skype using Fantasy Grounds II. I find my attention span for GMing is shorter online than it would be in person. When I met with friends at one location to play we would easily play for 6 to 8 hours, but there was also more cancelled sessions because of people missing. The convenience of online play has cut-back on the missed sessions considerably.