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Great White Games/Pinnacle Entertainment Group Discussion Forum for PEG/GWG
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GeorgeTDS Novice
Joined: 23 Nov 2011 Posts: 7
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Posted: Tue May 01, 2012 5:15 pm Post subject: Runtime of the Flood |
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I have decided to use The Flood plot point campaign for my local gaming group. However, I am currently only slotted one game day per month, with about four hours per game.
I realize it is hard to guess how long it will take to run through any game without knowing the group of people who are going to play. I was hoping all the same that someone could give me their estimate. Am I looking at a game that will run over the months or should I expect years?
I want to pick more slots to run the game, if for no reason other than the fact that I am looking forward to running a posse through this story. I am worried that if this takes to long, I will lose peoples interest before we get anywhere! |
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GeorgeTDS Novice
Joined: 23 Nov 2011 Posts: 7
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Posted: Tue May 01, 2012 5:21 pm Post subject: |
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This will be my first real run of a Savage Worlds game, by the way. I have ran a few one sheets and spent an evening running The Wild Hunt, so I look forward to a full epic campaign.
I only recently (a couple years back) started RPG's, joined the local gaming group and my FLGS and learned to play D&D. Our last convention introduced us to Savage Worlds, which I have loved ever since. Our group is not very big, and those who are interested in Savage Worlds is even smaller, but I hope that we can expand on that. |
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Count Zero Legendary

Joined: 13 May 2003 Posts: 2034 Location: Buffalo, NY
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Posted: Tue May 01, 2012 9:12 pm Post subject: |
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Any way you run it will take a good chunk of time. Since you are only playing once a month you may want to funnel the party toward the actual plot points and give them less time meandering through the Maze. Granted, that's a big part of it, but I would keep the narrative a lot tighter given the frequency you will be playing. _________________ I'm not an adversarial GM. I am a facilitator of awesomeness. - Dr Rotwang |
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newForumNewName Heroic
Joined: 22 Oct 2010 Posts: 1781 Location: Broomfield, CO
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Posted: Wed May 02, 2012 10:06 am Post subject: |
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At one four hour session per month, you're looking at a bare minimum of 1 year (12x sessions, one plot point or savage tale per session; it isn't the greatest way to do The Flood, but you could, hypothetically, do it). _________________ "I had a whole bunch of advice for you but got ninja'd by newForumNewName. I'd just do what he says." -- 77IM
"While nFNN could be less of a jerk about how he says what he says, what he says is essentially correct." -- ValhallaGH |
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geijhan Seasoned
Joined: 23 Dec 2009 Posts: 181
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Posted: Wed May 02, 2012 1:48 pm Post subject: |
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| Not what you asked but: write session recaps! When game day is almost upon you, you can re-send the recap and refresh everybody's memory. It helps. A lot. |
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ashenwolf Novice
Joined: 05 Apr 2004 Posts: 54 Location: Tn.
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Posted: Sun May 06, 2012 3:01 pm Post subject: |
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| You might check out Deluge, fun read and it abbreviated the overall adventure. It would spark some ideas on what you could cut or change to move through rapidly and still get the major points in. |
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relativistic Seasoned

Joined: 26 Aug 2010 Posts: 159
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Posted: Wed May 09, 2012 3:26 pm Post subject: |
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I've been trying to do the Flood "fast", with limited success. We've been at it since Feb 2011. We meet weekly, but we have had several lost months. I'm guessing we've done something like 30-40 sessions. At this point, we're about halfway through finding the glyphs, and we did the triad wars. I still hope to do a brief version of Santa Anna. We probably won't be done until the Fall.
The Flood is a "tour of the Maze", as its written. You might want to make it more streamlined and focused, both for length purposes and to keep a sense of momentum.
Mind you, I tend to like my adventures to breath, and each one can take 2-4 sessions. If you have a fast group though your mileage may vary.
Some suggestions:
-Give the players a boat, without much hassle. Don't make travel a challenge. Let them get to the story points.
-Do just the plot points, and reduce the number of glyphs, maybe to 3.
-Alternatively, if you prefer the savage tales to the plot points, skip almost all the plot points. You can have the savage tales be around the glyphs. In this method, I'd do plot points 1-3 (1-3 sessions), then plot point 5(1-2 sessions), and have Hellman tell the posse about the glyphs without the need to go through plot points 4,6, and 7.
Either way, you could skip plot point 7 with minimal plot changes.
Oh, and despite all this, while doing an adventure, don't rush it. Do less adventures, not shorter ones. That's a mistake I've made a few times.
Well, that's my 2 cents. Good luck, and have fun! _________________ Running Deadlands Reloaded,The Flood:
- Players perspective Log
- My notes as a GM |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4455
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Posted: Wed May 09, 2012 11:58 pm Post subject: |
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| relativistic wrote: | | Oh, and despite all this, while doing an adventure, don't rush it. Do less adventures, not shorter ones. |
This cannot be emphasized strongly enough. It's better to run one really long (and excellent) adventure than to run eight rushed and cruddy adventures.
It's not how much you do, it's how awesome the doing was, that creates great stories. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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