Rules Index | GM Screen | Player's Guide


Chapter 1: Running the Game / Running a Session

Pacing Game Sessions

Source GM Core pg. 10
Most sessions should have lulls in the action punctuated by challenges such as intense encounters, puzzle-based exploration, and investigation. Presenting players with a variety of such obstacles can help them feel more engaged at the table. Information flow matters, too. If the group meets a large number of NPCs in short order, that can make it harder for them to remember individuals. It helps to break things up into smaller scenes and memorable moments. Knowing when to end a session takes practice. About 20 minutes before a play session is scheduled to conclude, it can be beneficial to figure out how you’d like to end. It can be memorable to end with a cliffhanger—a moment so curious and abrupt it raises questions about what happens next. Examples include ending play before combat, when the PCs find vital information, or as they discover treasure. Doing so can inspire the PCs to discuss the game between sessions. Note anything that could be satisfying to resolve over media, such as email. This could include divvying up treasure, leveling up, or completing downtime tasks.