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Topic: [Sorcerer] Our Eleventh and Final Session
Started by: Lisa Padol
Started on: 7/12/2006
Board: Actual Play


On 7/12/2006 at 2:08am, Lisa Padol wrote:
[Sorcerer] Our Eleventh and Final Session

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

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On 7/12/2006 at 3:00am, jburneko wrote:
Re: [Sorcerer] Our Eleventh and Final Session

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

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On 7/12/2006 at 3:16am, Lisa Padol wrote:
RE: Re: [Sorcerer] Our Eleventh and Final Session

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

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On 7/13/2006 at 2:19am, Andrew Norris wrote:
RE: Re: [Sorcerer] Our Eleventh and Final Session

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.

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On 7/17/2006 at 3:21pm, Lisa Padol wrote:
RE: Re: [Sorcerer] Our Eleventh and Final Session

Andrew wrote: 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.

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

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