Friday, April 19, 2013

Planning Adventures - Allotting for Time


I’d like to talk today about planning an adventure. The most important rule to remember when designing an adventure is: However long you think it should take to complete, it will take twice as long.
I’m writing this before my group plays it, but I’d like to use an upcoming encounter in my current campaign as an example. I’ll update the end of this post after they’ve played for an accurate time stamp.
For reference, the group just helped a man fight off a mystical creature attacking the town. He appears to them as a greyish winged man and is a member of the city’s military force called “The Night Guard”.
“The Wounded Night Guardsmen thanks the party for saving him. He is new to this form (and reverts to a normal, pale Human appearance) and thus was not as helpful as he should have been. He explains a little bit about the Night Guard, but admits he hasn't been a member long enough to have memorized their full history. He will foot the bill to the Night Guard Meeting Hall, so long as the party doesn't mind him stopping by the Market District first.”
This single paragraph of text does a few things: 1) It gives the players an option to learn more about the Night Guard if the wish, and they will likely be curious given his appearance. 2) It confirms to them that he is a Vampire, if they weren’t sure yet. 3) It shows the group that the town is fairly generous, as by this point multiple people will have offered to pay the transportation costs around town. 4) It points them toward the city’s defenders, who will help them in an upcoming battle. 5) And it gives the party an excuse to go shopping, even though they are kind of in a hurry.
Looking at the paragraph I often think to myself “I need more content for this adventure.” Then I have to remind myself that this small block of text will take the group 30 minutes and set up two other encounters.
Just the discussion with this guy will end up taking them much longer than it would take me, but that isn’t a bad thing. I like that my players are thorough and spend a lot of time planning. It is a little disappointing when the adventure takes longer than I want, but it means that I have to plan less for each session. It also is very satisfying to see the players “in character” without a lot of prodding by me.
With each adventure I try something different. This is both fun and helps me learn what my players like best. For this one I’m putting a lot of planning into the NPCs and businesses in town, but I’m letting the players dictate the adventure. They have to prepare the town for an invading force, but that is a fair amount of time in the future. Everything they do in the next session (and maybe the one after that) is really up to them.
So the adventure I have written (a mere 2 days before it needs to be done) should take about 2 hours of gameplay if it was a party of 5 of me. I also know that it will at least fill a 4 hour session with my group, both because they don’t all play like me (thank god) and because roleplaying takes extra time. And of course they are now at the Paragon Tier which means combat takes longer should it arise.

And now for a rundown of how long it actually took to play. The sample encounter above ended up taking less than 5 minutes to finish. I was a bit surprised. Of course, another encounter that I expected to be over quickly took well over 20 minutes. The session as a whole only took 2 hours before we stopped for the night, but we had a scheduling conflict.