Adventure Run-time issue at Conventions...

Post/Author/DateTimePost
#1

grandpoobah

Jul 27, 2009 16:52:35
The San Francisco Bay Area has run quite a few conventions and game days in the last year with LFR, and we've noticed that many adventures easily run longer than the planned 4-hour game slot (the typical slot size for conventions and game-days). This is especially problematic not only for conventions, but also for week-night public gamedays (of which we run about 15 tables per week in the bay area).

If you've run the following adventures more than twice, would you care to comment on the run-time to help us out in planning? this is especially important with respect to the new paragon adventures (i realize they're not out yet, but they've certainly been playtested and most likely zeroed for GenCon and PAX).


"H3" mods (Level 7-10): MOON1-5, DRAG1-5, CORE1-12, CORM1-4, LURU1-4, LURU1-3, DALE1-5, TYMA1-3, QUES1-1, SPEC1-3, ADCP1-1

"P1" mods (Level 11-14): SPEC1-3, ADCP1-1, CORE1-11, CORE1-14

here are some mods we already know tend to run long:

5-6 hours each:

BALD1-2, CORM1-3, CORE1-7,
(SPEC1-2 also runs longer than a typical 2-RND event, usually 9-11 hours unless you get TPK's quicker than that).

Level 7-10 mods you can run in 4 hours:

AGLA1-3, EAST1-3, DALE1-3, DRAG1-3, AKAN1-3, CORE1-6.

Thanks!
#2

warfteiner

Jul 27, 2009 17:54:53
SPEC1-3: P-1
Expect to budget extra time for tactics discussion. Very difficult but very rewarding. As written, PCs will always finish in the allotted time - whether or not they finish all the encounters is a different matter entirely. This adventure is designed to be difficult and pressing - I was fortunate enough to playtest with the author for this, and it will not disappoint!

QUES1-1
QUES1-1 should not experience time delays unless the players get sucked into the RP of the environment (which is very easy to do). As a DM, be sure to press forward and remind the PCs that they have very little time each day to devote to wandering and "disappearing". Of three runs, all tables finished in the allotted time.

SPEC1-2
This adventure can run long, yes, but in the several times I've run it I've only run into only two time-constraint issues: at DDXP where pretty much everyone was level 7, and again when I ran it online. The four times I've run this face-to-face each party has cleared it in the time allowed.

CORE1-6
This adventure largely depends on the PCs. I've run it with RP-heavy players and we exceeded the time, but many of the LFR players I've encountered are more focused on the combat than the story and, as a result, encounter very little by way of time issues. The final combat can be time consuming for the wrong party setup.
#3

ibixat

Jul 28, 2009 4:11:48
TYMA 1-3 can be done in 4, I've played through it twice and ran it twice, every time was under 4 hours or close to the 4
#4

Herrbard

Jul 28, 2009 7:18:12
DALE1-5: I've run it and played it once, my daughter has run it four times. I only remember one table going long, and that was due to players enjoying discussing things in character with each other so much they just wouldn't quit.

QUES1-1: I'll echo warfteiner on this one. As long as the DM keeps pressing, this should end on time. I've run it six times, and all have finished.

SPEC1-3 H3: We slot zeroed this last week, and it HAS to end in four hours, as it is a timed event. (This is the only way to run it fairly for all tables). Make sure all players understand that it will not be allowed to run long. I won't say anymore as it would spoil it for upcoming players.

SPEC1-3 P1: Same as SPEC1-3 H3. This one can easily run over if you allow it, but again, it should be on a strict time limit.

CORE1-11: This mod does not appear on the release schedule, so no idea.

CORE1-14: I'll let you know after we zero it this weekend. ;)
#5

dkay807

Jul 28, 2009 10:34:18
"H3" mods (Level 7-10): MOON1-5, DRAG1-5, CORE1-12, CORM1-4, LURU1-4, LURU1-3, DALE1-5, TYMA1-3, QUES1-1, SPEC1-3, ADCP1-1

"P1" mods (Level 11-14): SPEC1-3, ADCP1-1, CORE1-11, CORE1-14

DRAG1-5: Unless it has changed drastically from the version I playtested, this will not run long. Period.

LURU1-4: This will not run long. It's a fairly quick and straightforward adventure.

SPEC1-3: I'll echo the others - both H3 and P1 are challenging modules that can run long simply due to tough combats. Simply don't let it happen - the module needs to end in 4 hours.

CORE1-14: Multiple challenging combat encounters may have an impact on length, but the module is definitely doable in 4 hours. Encourage players to avoid "playing up."
#6

Madfox11

Jul 28, 2009 10:56:47
SPEC1-3: I'll echo the others - both H3 and P1 are challenging modules that can run long simply due to tough combats. Simply don't let it happen - the module needs to end in 4 hours.

CORE1-14: Multiple challenging combat encounters may have an impact on length, but the module is definitely doable in 4 hours. Encourage players to avoid "playing up."

I would say that your advice on "playing up" is true for any adventure that you want to finish within 4 hours. It is just more true for the specials (SPEC#-#) since those provide a bigger xp pool to build encounter from and that is besides the fact that they are usually designed to be more challenging then standard adventures.
#7

dkay807

Jul 28, 2009 11:44:57
I would say that your advice on "playing up" is true for any adventure that you want to finish within 4 hours. It is just more true for the specials (SPEC#-#) since those provide a bigger xp pool to build encounter from and that is besides the fact that they are usually designed to be more challenging then standard adventures.

I agree. I probably should have just said that as a blanket statement. I just didn't have anything else to say about CORE1-14 regarding why it would take long other than the fact that it's a paragon-tier adventure with some tough combats. It's a great adventure though - easily my favorite in the series.
#8

Alphastream

Aug 01, 2009 3:46:16
LURU1-3: Can run in 4 with a DM moving through any 'grind' combats. A good party can avoid being in any peril but if not striker-heavy may need time to kill off some foes in some of the encounters. Hand-waiving that will keep it within the slot. (When the player's aren't into it, none are bloodied, and the monsters still have lots of HPs, it is time to speed things up or end the combat...)

TYMA1-3: Not generally a problem, though how the DM handles the multiple combats can result in missing out on the final combat. A good DM can encourage players to tackle things the right way. It is the closest thing LFR offers to a dungeon crawl format (breaking the 2-3 fight format into more smaller combats), and I rather liked it.

QUES1-1: It allows for a lot of RP. Thus, it plays best as a home game. But, it can certainly run in 4 and is still lots of fun. The DM needs to prep this so they can run the right parts smoothly. Give this to the DMs that you know will prep the mod and who can RP well.

CORE1-14: I'm the author. As others wrote, playing up increases play time for any module. And, as was mentioned with regards to SPEC1-2, difficult mods become less difficult and faster when some PCs are higher level. This is intended to be a challenging combat-heavy conclusion to the series. As with SPEC1-2, this mod should be a test for most all-11th-level parties and remain fun for those of higher levels. The adventure is also intended to have a strong setting feel and as much RP as everyone wants to put into it.

In my opinion/experience, the mod runs a little long (just like my long-winded posts... coincidence?). There are several opportunities for RP and non-combat discussion. A DM can, if they are aware of the time pressure, easily move through these quickly while still keeping these non-combat encounters fun (one of them is even optional and can be summarized). The combats can be long, because paragon monsters have huge HP totals and sound tactical defensive/controlling powers. When running at a con, the key is to ensure players work quickly in combats (for example, if this is their first Paragon mod, they may not know their powers well, but you need to get them to choose a power and get on to the next player). Because of paragon monster HPs, DMs may also need to hand-waive the end of combats once the outcome is clear. There are examples in the mod of when this is appropriate for the first two combats. The final combat contains many options for the judge to adjust difficulty. These can also be used to speed up the combat. I'm glad to discuss specifics off-line.

Because there is so little opportunity for paragon play, you likely want to offer it and may just want to have your better judges run this. They will need to prep and to be aware of potential time pressure. Given that, it can be run in 4 hours.

(And, thank you, Dave! The previous mods were awesome and the story was just fantastic to work with. I feel really lucky that, of any quest conclusion, I ended up being picked to write this one.)

Finally, you didn't ask about it, but MINI1-1 is a two-rounder that runs pretty quickly. It may be popular at conventions because it is low-level and starts off play in what promises to be a story and setting-rich series.
#9

ibixat

Aug 01, 2009 4:38:37
TYMA1-3: Not generally a problem, though how the DM handles the multiple combats can result in missing out on the final combat. A good DM can encourage players to tackle things the right way. It is the closest thing LFR offers to a dungeon crawl format (breaking the 2-3 fight format into more smaller combats), and I rather liked it.

CORE1-14: I'm the author......

I love TYMA1-3 personally, been so long since I played it at DNDxp.

Core1-14 - We just did a 0 of this on thursday, Really enjoyed the Mod, enjoyed having choices that looked like they would have real weight and impact on future mods (I hope). It ran long for us but it was our first ever paragon play and for some of us it was characters we have not played in months so getting back in the saddle took a bit of time.

The biggest threat to the clock I think in paragon play at Gencon will be people who got to 11 at DDXP or around feb/mar/april going back to characters they haven't seen in months trying to remember what to do =P
#10

Alphastream

Aug 02, 2009 14:51:11
The biggest threat to the clock I think in paragon play at Gencon will be people who got to 11 at DDXP or around feb/mar/april going back to characters they haven't seen in months trying to remember what to do =P

I think this will be true from here on out. Those PCs, once the nearest and dearest to our hearts and played every chance we get, now are forced to sit and wait for adventures (since paragon adventures are fairly rare). It is weird to suddenly have my favorite PC not be the one with capabilities I forget I have.

And 11 is a big level. You get two paragon features, a new power, a feat, and probably retrained another feat. Wow. And some of your powers might have scaled upwards (healing powers). And you have one more RPGA card. It should come with a side of ice cream and one more hour for the convention slot!

(Glad you liked the adventure!)