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July 8th, 2023, 08:53 #21
My online group usually plays 8 hours
(but we only play at most once a month)
My extensions for 3.5e and Pathfinder
Bug reports please here
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July 11th, 2023, 02:25 #22
My paper and pencil game sessions went from one hour to 4 or 5 hours. Haven't run one online yet, still learning the interface.
bunch of free d&d style maps, different pixel widths
https://crestofastar.drivein-jim.net/
a Community Atlas made by a group of mappers.
https://atlas.monsen.cc/search
Ultimate paid, free assets, and One module generic and one generic map pack.
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July 11th, 2023, 03:14 #23
I plan for a 4 hour time slot when scheduling a game, but the run times tend towards 3 to 3.5 hours.
Native Texan. Tabletop Gaming since 1977. Ultimate License holder. Life-long Trekkie. Traveller fanatic. Die-hard Savage. OSR enthusiast. 1930's Pulp aficionado.
Time Zone: Central Daylight Time (GMT-5)Currently Running:
Cypher System: Shotguns, Sorcery & ShenanigansCurrently Playing:
Shadowdark: ShadowRim Excursion
Savage Worlds: Hell Divers
Ambition & Avarice: Maelstrom Island
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July 11th, 2023, 07:07 #24
- Join Date
- Dec 2019
- Posts
- 12
I like to run for 3-4 hours. I've done it live and on FG. We often end at the 3.5 mark and very rarely go over the 4 hour mark when in the middle of a battle or need to end some encounter. I just found the 2-3 hour sessions are a bit short for me. Years ago when I ran on Saturdays once a month we ran for 8 hours, but like a lot of people on this thread, I'm too old and busy to run like that anymore!
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July 12th, 2023, 03:10 #25
My in person games run 6-8 hours, depending on where the group are and what real life has in store for us. My Fantasy Ground sessions run 3 - 5 hours.
DM/GM Since 1985. Unity and Classic Ultimate License.
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