Arutema Venture-Agent, Texas—Houston |
So I'm planning yet another convention, and figuring that I'll need to give 'Legacy of the Stonelords' and extra-long slot based on my last experience running it.
I've also seen 'The Waking Rune' take a good 6 hours.
'Halls of Dwarven Lore' is maybe another, but has the disadvantage of being part 1 of 3.
What about low tiers? What 1-5 and 3-7 scenarios have you seen take well over 4 hours to run?
On the flip-side, what sanctioned modules or AP sections run short enough to finish in a 6-hour slot? I often see 'Murder's Mark' wrap up in about 6 hours. Have you seen others?
What content do you think is best slotted into a 6-hour slot?
powell01 |
My Suggestions,
The Sealed Gate 7-11
Assault on the wound 3-9
Scars of the first crusade, if you have a lot of roleplaying. could go short or long. 1-5
Reign of winter part one if you have a bunch of level two's running through it.
Another option would be to run anything you want and have Silverhex on Standby. Each part is reasonably short and culd be run in an hour. All 6 would fill a slot.
Dragnmoon |
So wait this years special is not timed? In the past they always worked a 5 hour time limit into the specials
Or is the 6 hours to acomadate set up/mustering and paperwork at the end?
Arutema Venture-Agent, Texas—Houston |
Woran Venture-Captain, Netherlands |
ChesterCopperpot Venture-Captain, Pennsylvania—Philadelphia |
JohnF Venture-Captain, California—San Francisco Bay Area South & West |
Dragnmoon wrote:So wait this years special is not timed? In the past they always worked a 5 hour time limit into the specials** spoiler omitted **
You might want to take another look at the last section of page 5; it shows a pretty tight timeline for the whole special, with only a limited amount of leeway for adjustment.
Arutema Venture-Agent, Texas—Houston |
Kelly Youngblood wrote:Dragnmoon wrote:So wait this years special is not timed? In the past they always worked a 5 hour time limit into the specials** spoiler omitted **You might want to take another look at the last section of page 5; it shows a pretty tight timeline for the whole special, with only a limited amount of leeway for adjustment.
It gives guidelines for when thing should occur, not deadlines, and even with the allowed 20% adjustment, I have seen a house of 7 tables unable to complete it on-schedule.
Muser |
#3-15 The Haunting of Hinojai can take an ample amount of time as well.
The scenario actually has only about a third of the roleplaying/moodsetting my run of it contained. The long run time was entirely my fault as it is in fact a fairly short scenario, just with a lot of hot spots along the way.
Sorry!
Woran Venture-Captain, Netherlands |
So basically you can make any scenario into a 6-hour adventure as long as you just stuff it full of flavor and muffins.
Well, yes. I once made Blackwaters run an hour longer then it should by making up all the dishes in the feast that was held so I could accommodate a really weird plan the players had to fulfill a faction mission...