I would like to ask you about your game experiences with OSR games.
How “fast” are they?
I mean, how long do your sessions last? And how much stuff, how much progress, how “full” are they usually?
Do you always manage to cram a whole adventure/delve in a single session?
My question stems from this post…
I wrote a post-mortem of a recent playtest of #TPK, the gmLess #grognardpunk game of procedural adventuring.
The post starts with some comparative research I made about more traditional OSR games and considers the relative perception of play-speed, ending with a brief narrative summary of TPK test session.
I’d like to think I play and run my OSR games relatively fast, but sure this can vary from player to player, gm to gm.
I like my sessions to run for 3h, pushing into the 4 or 5h mark I start to get run down.
Last session I ran:
opened with party fleeing from a temple were they had unleashed something terrible
catching their breath and some discussion about course of action (back to temple, dangerous unban location, safe rural location, distant dungeon 1, more distant dungeon 2)
safe urban location, 2 day hex crawl, 1 avoided encounter
at rural location wait 5d for market festival
each player offered chance to do something during festival day (cleric performed wedding, dwarf shopped for helm & shield, thieves kept a watchful eye for enemies)
each player offered chance to carouse in evening (cleric kept low profile, dwarf had a spiritual blessing, thief 1 wine-men-and-song, theif 2 imprisoned in a mental prison by cranky warlock, cursing her in a most terrible way)
more discussion on next steps
hex crawl 2 days to distant dungeon, encounter / fight along the way
arrive at the new dungeon location
The trap I am always trying to avoid is the fictional setup about the dungeon. In our game has overland travel, so there is some procedure from going from point a to point b, which is pretty snappy. Added benefit in this game is the players currently have 5 locations now from which to adventure in.