@sg said in Plot session duration:
- This is tough. I think it's more about pose wait time than the length of the plot. Like, if one player consistently takes 10 minute to type one line on their turn in combat, that's too long, especially when they had 4 other players each taking 5-10 minutes to do their turn.
I consider short pose rules (1 or 2 poses before someone can repose) to be absolutely essential when dealing with unknown participants. It's also one of the reasons I dislike running small scale PrPs with players I don't know - because if I have three players in my scene and two of them are super slow, I'm screwed. Unlike normal on-grid scenes it's more awkward for a ST to just go "uhm, sorry, this isn't working for me" then walk out.
So either I'd play with people I know and trust to be considerate or I impose limitations and adjust as needed.
Anyways, in most systems, if things keep going at a happy clip, I'm pleased to put in about 4 hours before my back starts aching.
Hello, fellow back sufferer! <sad high five>
- I think if you're doing a combat in a non automated game, you can count on one hour per player. If you're throwing a plot twist at them, double it. FS3 throws these estimates out the window, because things go so smoothly, and you don't really have to wait on Slowey McBrokenfingers typing 1 wpm to keep things going.
That's a factor I hadn't considered. People in automated combat games with experience playing in non-automated games as well, how big a factor has this been for you?
In a perfect world, a plot would be designed in a way that people could exit without it breaking the scenario, like don't have people in an escape room or something like that, have them driving/running/riding to the next scene in the plot, someone could get stuck in traffic or something.
One of the biggest issues I've had designing PrPs is portability - being able to tag in newcomers for Scene #2 - because up to a certain point I don't want to rely on my existing players to be proactive, both because it's uncommon for that to happen but also because such new players come to me, not them. I've given it a shot with delegation before but I think it's felt like I was passing the buck, or I wasn't interested in helping fresh faces get in ("yeeeah, just talk to Bob, maybe he can figure out a way to bring you in or somethin'"), so I typically try to hook them in myself.
Or, you know, they step on a waterslide pit trap and are gone all of a sudden. One time in a star wars mush, someone said they left their iron on or something and left a scene where we were shooting stormtroopers, I thought that was pretty funny.
I think the key here is to never place characters in IC disadvantage because their players' RL made it so they had to go due to RL. No other factors are as important; I don't care if the group is facing dire odds, half of them are unconscious bleeding out with the fate of the universe rests in their hands, if one of them needs to go to sleep because they have work the next day, they get to vanish gracefully into the aether.
Now if that happens in a deceptive way and I see that person hanging out on OOC channels or a different scene for another hour after getting out of danger then I'd have a chat with the as well as staff. But that's yet to happen.