5E Product Walkthrough Playlist
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  1. #21
    My online group usually plays 8 hours (but we only play at most once a month)

  2. #22
    GeroSam's Avatar
    Join Date
    Jul 2023
    Location
    United States or Alpha Centauri A-B system
    Posts
    14
    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.

  3. #23
    sirkerry's Avatar
    Join Date
    Dec 2015
    Location
    USA - TX - Houston (Spring Branch)
    Posts
    194
    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.
    Currently Running:
    Cypher System: Shotguns, Sorcery & Shenanigans
    Currently Playing:
    Shadowdark: ShadowRim Excursion
    Savage Worlds: Hell Divers
    Ambition & Avarice: Maelstrom Island
    Time Zone: Central Daylight Time (GMT-5)

  4. #24
    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!

  5. #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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