*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 08:53:10 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: [Sorcerer] Our Eleventh and Final Session  (Read 1005 times)
Lisa Padol
Member

Posts: 365


« on: July 11, 2006, 06:08:13 PM »

I've posted the write up of our campaign's final Sorcerer session here: http://community.livejournal.com/labcats/16245.html#cutid1

I'll post the post-mortem to my 'blog when I've finished writing it.

-Lisa Padol
Logged
jburneko
Member

Posts: 1351


« Reply #1 on: July 11, 2006, 07:00:55 PM »

Hello Lisa,

I have to admit I haven't exactly been following your saga.  Eleven sessions seem to me to be incredibly long for a Sorcerer game.  Was that off of a single set of Kickers?  My Sorcerer games average three to six.

Can you give sort of an overview as to what contributed to the length of the game?  Short sessions?  Slow sessions?  Lots of detail spent somewhere specific?  Huge backstory?  Wide open Kickers with far ranging consequences?

Jesse
Logged
Lisa Padol
Member

Posts: 365


« Reply #2 on: July 11, 2006, 07:16:10 PM »

Detailed post mortem will follow on my 'blog. But, in brief, why it was so long:

-- This was the first time any of us had ever done this.
-- Most sessions were short, by my definition (2-3 hours).
-- Even when you know what Story Now means, you still have to learn what Story Now means.

--Lisa Padol
Logged
Andrew Norris
Member

Posts: 253


« Reply #3 on: July 12, 2006, 06:19:40 PM »

Hi Lisa,

I just wanted to chime in as a lurker who's been enjoying your posts about the game. Thanks for doing this!

Our group's Sorcerer game also was planned to go about six sessions (2-3 hours each) and went to nearly twelve. It looks like we had a similar situation where things started off slower at first, then built momentum.
Logged
Lisa Padol
Member

Posts: 365


« Reply #4 on: July 17, 2006, 07:21:16 AM »

I just wanted to chime in as a lurker who's been enjoying your posts about the game. Thanks for doing this!

Thanks! Good to know.

Quote
Our group's Sorcerer game also was planned to go about six sessions (2-3 hours each) and went to nearly twelve. It looks like we had a similar situation where things started off slower at first, then built momentum.

Oh yes, another reason things went long with my group -- 5 players. I still maintain that the issue with 5 players is not 5 demons. It is 5 players' worth of Stuff, including, but not limited to, 5 demons.

-Lisa
Logged
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!