How long is my adventure?

By DylanRPG, in Star Wars: Edge of the Empire RPG

So I've been GMing off and on for a long while, and I have a lot of fun doing it.

This Sunday however is the first time I'm running my own custom-made adventure. It's the second time I'll be running an Edge of the Empire session. The last time we played our experience unfortunately had to be cut short.

My question is: how can I tell how much time my adventure is going to take?

I am moving out of state next month, so there's a possibility that this will be one of the only times we will play together. I've built the adventure to function fine as a one-shot.

There are basically 4 big encounters in my game ... an introductory role-playing encounter between the players capped off by a simple fight ... a second encounter that involves obtaining valuable information from a small corporate office and could involve stealth, slicing, and/or conversation skills (but fighting is a distinct possibility) ... a chase scene from a giant sandstorm in which the players may have to put their piloting and survival skills to the test ... and finally a climactic confrontation with a nemesis villain in the midst of a hectic battle at an Imperial base.

There is also a good chance for some unpredictable aftermath, as I have definitely sown the seeds for multiple outcomes.

I know every group of players is different, but I'm shooting for a four hour session. If it's too long we may not ever have the satisfaction of completing it, and if its two short, well, that's a bummer. Does it sound like, on paper, that there is enough here for four hours, and also not too much?

Edited by DylanRPG

It really does depend on your group, you as a GM, and the nature of the encounters. With that in mind, this is what I'd do:

I would have 2 "hard-point" encounters. They have to occur. They are the first and last encounters. The entire session can consist of these two if need be.

Then, I would have 2 optional encounters for the middle. They can be brought up depending on how much time there is. I would make sure they are not as complex as the hard-points.

Then, you just play it by ear. If you end encounter 1 (hard-point) at the 1hour mark, then go ahead and dish out the first optional encounter. Maybe that one takes an hour and a half, so you decide to skip the other optional one and go straight to the last encounter (the 2nd hard-point).

If the 1st encounter takes 2 hours, then assume the next one would take as long and just do the last one. You still get a full story in.

This way you cover all your bases, and still have an engaging story.

Wow ... that's actually quite genius. Very good advice, thank you!

I take it from your response that you feel it's unlikely that my adventure will be too short? In other words, it's typically difficult for four encounters to take up less than four hours, right? I've never really paid attention before to the time and how many I was doing.

Edited by DylanRPG

I'd be surprised if 4 encounters took less than 4 hours, especially if one or more of them involve a fight, especially when you consider all the banter, preparation, and side encounters the players are likely to initiate.

If you are worried about running short, then have one of the optional encounters (or make a third) that is an open ended social one, where the characters wander around and interact with people. There's one in the Long Arm of the Hutt that's worth looking at.

Something like a bar scene or party where the group has to get info, or is waiting to meet someone. You can stretch that out if need be, or end it quickly by delivering the thing they are waiting for.

Plus, in my experience, they end up being the most memorable parts because it lets the PCs put themselves out there and do interesting things.

Edited by Doc, the Weasel

The way I plan my sessions is as follows:

  1. Take the amount of hours we have to play and remove one, that's half an hour at the beginning and end for players to generally settle down and stop talking plus the saying goodbyes etc. Your four hour session gives us three hours play time.
  2. Rule of thumb is combat encounters take one hour, so remove one hour for each one of those. Yours has one definite, one maybe so say two hours.
  3. Second rule of thumb is that skill challenges / roleplaying encounters take half an hour each. Your adventure has two of those so say one hour.
  4. Total it all up and check if it fits. Your adventure fits four hours perfectly.

This is has stood me well playing through a bunch of RP systems (D&D 3.5, D&D 4e, Star Wars RCR, Star Wars SAGA Ed, Pathfinder, New World of Darkness and Exalted).

The small bits of Edge of the Empire I have run though tend to go a bit faster so much like as suggested above, generate one or two fillers to use if your guys are pacing quickly through the game.

Doc that was great advice. I appreciate the support in this community.

In my experience, this game plays fast. I'm also running Pathfinder and they're very much the opposite, In my Pathfinder game, we never get nearly as far as I think we will. In EotE, we get farther.

Most of it depends on your encounters. Using minions will definitely speed things up.

There's also the question of how much your group likes to roleplay. If you present a cool NPC or two for them to interact with, you can fill some time if needed bantering and offering some RP opportunities. If you're running short of time, cut the RP at a good point and screen wipe to the next part of the adventure.

And, GM protip--if you do find you have time to fill or you need to regroup if things go off the rails, call for a bathroom break. Hide in the bathroom for a few minutes and regather your thoughts and think through how to make the session even better, different, back on track, etc. A timely bathroom break has helped more than one of my game sessions.

And, GM protip--if you do find you have time to fill or you need to regroup if things go off the rails, call for a bathroom break. Hide in the bathroom for a few minutes and regather your thoughts and think through how to make the session even better, different, back on track, etc. A timely bathroom break has helped more than one of my game sessions.

****... 30 years running RPGs and I never thought of that.