For GMs: How long do you allocate for a game?


Online Play

Shadow Lodge 3/5

Trying to get a consensus for how long you try to allocate for your typical game (or a range) in online play.

Obviously you can't stick to it every time, but it's good to get an idea of what kind of timing you like to stick to if you can help it.

For me, I aim for 5 to 6 hours on average.

Short scenarios (like We Be Goblins) might run as low as 4 hours.
Long scenarios (like some 7-11s) might run as long as 8.

Silver Crusade 4/5

4-5 hours

You note that something could run 8 hours? I thought that no scenario should really run longer than 5. Don't many venues basically "call" a game if it runs longer than 5 hours?

I try to make sure I am as prepared as possible with stat blocks, DC checks, etc to ensure the game runs as smooth as possible. But, I've only run the lowest tier stuff so far. Hopefully the higher tier will just mean a bit more prep work but not necessarily massively longer games.

Dark Archive

With proper pacing, I find that I can fit most scenarios into a 5 hour slot. Remember that most scenarios have an optional encounter that may be skipped if time is running short. For modules, I like to fit them into two 5 hour slots and run them in 2 parts. This takes a little more work as it usually requires removing a few minor and inconsequential encounters. One issue that comes up regularly in online play is one or more players experiencing technical difficulties. I've found that this can eat as much as your first hour of game time and is super frustrating. For the reason, I encourage players to show up a half hour before the came for a "systems" test. That way if someones mic isn't working, computer keeps crashing, etc., we can hopefully resolve the issue prior to the actual start time of the game.

Silver Crusade 4/5

I've actually queried the PFS GM forum here about "removing minor and inconsequential encounters" and the implied answer is we're not allowed to for PFS play unless it's written that way. I was wondering about shortening up We Be Goblins Too! just a bit since I noticed that it tended to run right up to the 5 hour+ mark and it just seemed long for everyone. There were a couple things I thought I could do to keep momentum going, not lose anything crucial to the story/play, and shorten things up...but I basically heard a resounding...No, you can't do that.

Scarab Sages 5/5

29 minutes We Be Goblins full clear. Not all party's can hit this heroic level of speed however.
I like to allocate a full five hours for a scenario but normally its gonna be three and a half to four, then post game chronicling and wrap up.


Arthur Perkins wrote:

29 minutes We Be Goblins full clear. Not all party's can hit this heroic level of speed however.

I like to allocate a full five hours for a scenario but normally its gonna be three and a half to four, then post game chronicling and wrap up.

Since abstracting the encounters doesn't technically work for PFS, our best time is three players at an hour. We try to shave off time every run through.

But seriously, I allot 5 hours to an online session. I give five hours because, while I never expect to run the optional encounter, I do assume that we'll start 20 minutes late due to tech and time zone problems, and that people will tend to break more liberally because they're in their homes. While most online "play" time for me runs 4 hours, I typically utilize all five waiting on people (including waiting on me to get my stuff together).

Keeping tables to 4 or 5 people keeps scenarios in the 4-5 hour block, or so I've found. It's one less person to doze off in his underwear or one less to encounter difficulties with the hosting website. I've noticed my tables of 4-5 take about an hour less than my tables of 6.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

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Arthur Perkins wrote:
29 minutes We Be Goblins full clear. Not all party's can hit this heroic level of speed however.

All I can think of the 3-4 hours those players didn't get to enjoy RPing as goblins for.


Walter Sheppard wrote:
Arthur Perkins wrote:
29 minutes We Be Goblins full clear. Not all party's can hit this heroic level of speed however.
All I can think of the 3-4 hours those players didn't get to enjoy RPing as goblins for.

Eh - Our group literally plays the same characters every time. One of these days Poog will make those ride checks without having the GM fudge the DC. One of these days.

Even an hour still gets in a fair amount of RP...

Grand Lodge 4/5 *

5 hours is the target. Online play technology is close to face-to-face now. I agree with what was stated previously re: tech issues, frequent afk's and brb's and skipping the optional encounter.

My best input is this:
- to keep everyone on target by limiting the tangent conversations that don't apply to the task at hand. I've sat at games both F2F and Online that takes the session into hour 6 and we're still not close to finishing because people are talking movies, TV shows, other games and comparing PC builds that aren't even at that game table.
- when party decisions arise allow a few minutes for discussion then take a poll with majority winning. Scenario decisions shouldn't be treated as a jury where everyone needs to deliberate and unanimously agree. Get them to a comfortable point where everyone has had a chance to speak then call for a vote - and move on.
- be fully prepared before starting. this can't be stressed enough. With online play it's a bit more complex having to set up maps, layers, stats and tokens.
- lastly, get everyone focused to start within 10-min of the scheduled game time. I've seen tables chit-chat for almost an hour before starting. I understand RPGs are social and we all have friends at the table. I've asked players to put these conversations on hold until after the session.

Good luck.

Grand Lodge 4/5 *

Rachel Hill wrote:
....It's one less person to doze off in his underwear....

Uh-oh, my secret is discovered....

Dark Archive

Prethen wrote:
I've actually queried the PFS GM forum here about "removing minor and inconsequential encounters" and the implied answer is we're not allowed to for PFS play unless it's written that way. I was wondering about shortening up We Be Goblins Too! just a bit since I noticed that it tended to run right up to the 5 hour+ mark and it just seemed long for everyone. There were a couple things I thought I could do to keep momentum going, not lose anything crucial to the story/play, and shorten things up...but I basically heard a resounding...No, you can't do that.

I agree with you not skipping any encounters in a module is best if time allows. I ask you this. Show me a gm who runs at a con, is given 2 4 hour slots to run a full module and does not skip any encounters. I dare you. :P

What we would like to do and what we must do to make sure everyone has a fun and rewarding experience are often two different things.

Silver Crusade 4/5

The resounding "No" I heard is the PFS rules state that the scenarios must be run as written. If something isn't marked as optional, then it should be run....technically. Obviously, real life can factor in as you pointed out and the GM will simply have no choice but figure out a way to move things along.

Aaron Hale wrote:
Prethen wrote:
I've actually queried the PFS GM forum here about "removing minor and inconsequential encounters" and the implied answer is we're not allowed to for PFS play unless it's written that way. I was wondering about shortening up We Be Goblins Too! just a bit since I noticed that it tended to run right up to the 5 hour+ mark and it just seemed long for everyone. There were a couple things I thought I could do to keep momentum going, not lose anything crucial to the story/play, and shorten things up...but I basically heard a resounding...No, you can't do that.

I agree with you not skipping any encounters in a module is best if time allows. I ask you this. Show me a gm who runs at a con, is given 2 4 hour slots to run a full module and does not skip any encounters. I dare you. :P

What we would like to do and what we must do to make sure everyone has a fun and rewarding experience are often two different things.

Grand Lodge 4/5

One thing to remember on this subject, is not skipping encounters, but paying attention to when you can just call it a wrap for an encounter.

IOf it becomes obvious that teh PCs are going to win, and that all that is left is a mook or two that are hit point pools, but unlikely to do much, if any, damage to the PCs, just call it. Maybe specify that the PCs need to spend a couple of extra CLW charges, but, generally, end the encounter when it becomes obvious that all that's left is grind or just time burning.

Also remember to, as mentioned, keep your players (and yourself!) focused on the game. I get distracted looking up rules that are not serious issues, sometimes, when I GM face-to-face.

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