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Ive run about 60 tables of normal PFS scenarios and specials. This is the first time I will be running a sanctioned module for our local PFS group, Ire of the Storm. My question is how much filler do I put in the mod? I know I have to run as written but there various items within the scenario that can be used and various source books on the area in question.
Im concerned if I give PFS group too much freedom to explore the area that we may run short on time.
Thoughts?

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I've run Midnight Mirror a couple of times for our PFS lodge here in Asheville and I learned a couple of things:
1) Warn the group that they need to keep things moving i.e. don't get too wrapped up in RP or overly curious about the bigger "sandbox". You probably have a time limit, so don't let things get stagnant.
2) Make up an introduction that uses a VC or other type of PFS leader to give the group a mission brief, just like any numbered scenario. I shamelessly copied a mission brief from the GM Discussion thread that used Varian Jeggare and Radovan from the Dave Gross novels.
3) Don't be afraid to give them some nudging to keep things progressing in the right direction if they seem to be unsure what to do or where to go next. Have NPCs jump in and help get the adventure back on track if necessary.
Having said all that, I really enjoy running modules for PFS credit. Besides Midnight Mirror, I was also lucky enough to run a group through the entire Plunder & Peril module as last year's Scarefest here in western NC. It took half of Friday and all day Saturday and part of Saturday night, but it was a lot of fun, I highly recommend it for any GM's that might be getting a little bored with just doing the 3 to 4 hour scenario thing.
Good luck and let us know how it goes!

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Remember, as a GM, that ANYTHING you say might be latched onto by your players as PLOT-important information.
Having seen modules run at a convention table, virtual table, and play-by-post, the best experience thus far has been play-by-post, because there's a bit more 'give' in the timing and more information can be provided to players, and more roleplay can be had.
Real-time interactions start to really *grind* after about the four-six hour point, and everyone starts becoming snappy, even with a meal break worked in My experience has been that half the party 'wants to keep going' and the other half 'wants/needs to eat and take a break' and it just adds to the misery/crankiness.
Be sure to work in bathroom breaks, food breaks, and stretching breaks. Sitting for 6-8-12 hours is very bad for one's health.

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Everything went well. I was able to run Part one of Ire of the Storm in about 4.5 hours. I skipped one encounter due to time constraints. Without getting into spoilers of the mod, like an approaching storm, I slowly mixed in the plot and they were able to determine what was going on and who the bad guys were. Lack of particular regional language was a bit of an issue for the players but they had a variety of skills which made certain points go well.
I'll be running it again at a later date and will follow-up by running the rest of the mod. I enjoyed the extra latitude given in the mod and ability to ad-lib a little more.