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It depends on the variables:
What levels do the module cover? (In general the higher the level, the longer combat takes)
How combat-optimized are the PCs?
How prepared is the GM?
How many times has the GM run the module previously?
Does the GM cut encounters that don't contribute to the story?
Does the GM add random encounters?
Does the GM create an introduction to tie in the Pathfinder Society to the plot?
How much role-playing do the players do?
How much investigation (Murder's Mark) vs kick-down-the-door-and-kill-everything (The Godsmouth Heresy)?
I have run full-length modules from 8 to 11 hours. Recently I played half of Fangwood Keep in 9 hours, and we had to break to pick up the second half on another occasion. So it varies.
NOG the Demoralizer
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In my experience the older format modules took between 9 and 15 hours, more if your group really likes to roleplay or if it is a higher level module as the combats take longer. I have only played 3 however for PFS so someone might have more feedback for you. The new modules, no clue yet with the double length format. Hoping to run my first one next month.
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Fangwood in specific will be most heavily skewed by the party's combat and stealth capabilities. If they are good at either or both, expect the module to run short: if they're not particularly good, expect it to run long. It's probably going to take you in the vicinity of eight hours minimum either way.
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The modules I have run at conventions (other than We Be Goblins or Thornkeep levels) have all run well over 12 hours - in most cases nearly 15+ hours and we often only barely finished. These were, however, all fairly high tier modules so there were lots of meaty combats as well as roleplaying. (but I don't generally do a lot of random encounters unless the module clearly expects them when I run for PFS)
Thornkeep levels have tended to run two game nights - so about 8-10 hours though Sanctum of the Lost Age when I ran it at a convention ran much longer (it is also my favorite of the Thornkeep levels - I like running higher tiers)
As with anything if I run a module more than once it tends to run more smoothly - but the joy of running sanctioned modules is the change of pace compared to the rush of a typical 4-5 hour scenario - modules are a chance to really explore playing with the same group of characters for an extended amount of time - and they are often chances to use aspects of your PCs that only rarely get used in more typical PFS scenarios. If I had the time modules are actually my preferred stuff to run as a GM.
Preparation with modules is really really important - especially at higher levels where the BBEGs will have a ton of abilities, feats, magic items and more. Plus in modules, unlike scenarios, it isn't uncommon for enemies to escape the party and return as part of a future encounter - in fact many modules assume that certain key enemies will get away from the party the first time they are encountered.
Modules are also a time to really pay close attention to the rules around city size & location and buying items or spending Prestige. Often it isn't as easy for pcs to buy items in the midst of a module as it would be before or after (or during in many cases) a typical PFS scenario.
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Thanks Doug<3 I was just wondering if there's a max amount of time for Modules and Scenarios so I know what to put on the time's on warhorn or ohio pfs
There's no maximum amount of time for modules or scenarios, apart from the limitations from a convention or gameday format. You have to adhere to slots/hours of operation. I prefer to run modules in a private setting, usually with a nice relaxed break for food. The important thing is not to rush it--that's always how I end up with regrets. Modules have a lot of moving parts. I've run a fair spread of modules and it's hard to predict how long you'll need. There's nothing preventing you from breaking a module into two, three even four parts. I have found that another module, The Midnight Mirror, breaks nicely into two 4-5 hour slots.
I'd like to run Fangwood Keep after I am finished playing it. From my experience as a player, I will probably need 12 hours to get through it.
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It only matters if you're running it an a convention setting (obviously).
I always prefer running and playing modules in a home setting, where one can take as long as one likes.
Cult of the Ebon Destroyers, Curse of the Riven Sky, and Tomb of the Iron Medusa are all scenarios which really require two full days (20ish hours) to run without heavy editing; Realm of the Fellnight Queen *can* take a long time as well (I'd like to expand it into a mini-campaign someday!)
Probably the only high-level module (9+) which can be run in a day (10-12 hours) is Academy of Secrets.
Most of the low level modules can be run in a solid day (9-12 hours), though some may require a bit of tweaking by the GM. My favorite is probably Feast of Ravenmoor.
In theory, though, they should be run in three standard gaming slots (so, 12 hours with two breaks), since they reward 3 xp and triple rewards-in-general.
Now, I've run some of the longer scenarios in convention settings - notably "Curse of the Riven Sky" and "Cult of the Ebon Destroyers" - and I edited out about 1/3 of the material from each module, basically streamlining them to preserve plot and story flow. You can excise "travel", and any clear resource-soak encounters (like wandering monsters or certain thug encounters not germain to the story line). Really, it's a judgement call by the GM.
I've been very disappointed as a player when I've played in modules during conventions, only to have time called before completing it, because the GM just ran it as written; this is a HUGE disservice to the players, and it's very important that the GM arrange for the characters to get to the resolution of the story within allotted time. When I played Cult of the Ebon Destroyers, our GM called it before we got to the actual main part of the module (the cult!) - contrite, he awarded full rewards, but still...
(As a GM I *have* finished Cult of the Ebon Destroyers in 9 hours, but it was an effective TPK... so there's always *that* method of running on-time, as well!)
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I've run cult of the Ebon destroyers with a fantastic party of players (6) at a convention and we went the whole day from about 9 am to around midnight. I didn't cut anything other than wandering monsters though the party did combine a few of the final encounters due to their character's actions (and looking back I may have run one of the final encounters slightly suboptimally in the party's favor. Though in the end they had fun.
My one further comment is that I often feel modules end poorly in convention settings as you rush to deal with paperwork.