12-01-2018, 10:46 AM
There has been some discussion about how long it takes to play an MMRPG episode. Phillip Slama from Terror Inc, the group that wrote many of the later season episodes of the MMRPG has the following to say:
Does this match other people's experiences?
-Havard
Philip Slama Wrote:One round modules should take 4 hours. Two round modules should take 8 hours.
Before running, understand that some of these modules are combat intensive or text heavy.
If your group plays at a slower pace I'd say six to eight hours for a one rounder and 12 to 16 for a two rounder.
If you roleplay, which doesn't happen all that much in con play due to the four hour slots, your time can increase by another two hours.
Best way to look at it a one rounder is a good one day activity. A two rounder may be a good chunk of a day or two sessions.
An underdark or terror Inc one rounder probably with all the combat might take a whole day. One of the two rounders may take two sessions.
Case in point, Night of Goss high level. You can run that in 8 hours if you have an on point team. If your team is newer, younger, and not used to a very fast pace that mod can take upwards of 16 to 20 hours, basically split over two sessions.
When I ran it for some friends I took a lot more time to run it as they were not familiar with the setting or the context of why they were here as we played it as a one shot.
They also roll played the hell out of a dungeon crawl too.
Does this match other people's experiences?
-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign