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Home > Dungeon Master Basics How To Run A Weekend Game
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Dungeon Master Basics - How to Run a Weekend Game

by Phil Tucker

You know you and your group are hardcore when you get together to play a whole weekend through. Whether it's because you're trying to wrap up a mega-campaign with one final, grand session, or simply staging a reunion with your old group and thus trying to get the most bang for your buck, a weekend session can be a ton of fun. But if you're the DM, you're responsible for it going smoothly, for maintaining the pace of the game, and making sure a great story is told while still enjoying your friend's company. How do you pull all that off, exactly?

The first and most important thing is to not bite off more than you can chew. If you try to cram too much story into your weekend game, you'll run the risk of having to stop before you reach the desired ending, or skipping all sorts of fun parts in order to rush to the end. Either way, your players will sense that something is awry, and will either feel rushed or dissatisfied that the story isn't moving along as they think it should. So the pacing is crucial.

The best way to think of the pacing for the weekend is as follows: Friday night is one beat, an extended encounter. Saturday is a long beat during the day, when a lot of legwork can be done, leading up to a Saturday climax in the evening. Most people won't want to continue into Sunday, instead wanting to reminisce about the game and then head out and go on home. So you essential have a tri-partite adventure to run Friday is the kick-off that should end in a cliff hanger, Saturday during the day is when you move through the middle of the game, setting things up and allowing the players to take the initiative in solving the problem set on Friday night, and Saturday evening is when the great final battle takes place.

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The big mistake people make is to try and make an epic game out of what is in reality about two and a half sessions. Between breaking for food, catching up with friends and relaxing, you'll only spend about two thirds of what you actually think you'll spend rping playing the game. Thus it's key to reign in the ambition, and try to play something more reasonable.

So once you have a nicely scaled adventure planned, remember that have to remain flexible. Flexibility is always key when running a regular campaign, but with regular campaign you can take each break to readjust and rethink where the game is going without letting the players realize. But a weekend game is one straight savage burn, and you can't take a week between beats to modulate. Instead, you should be very willing to call breaks and take a moment to figure out what happens next if your plans have been upset. And even better, allow the players to run with the initiative, and reward them for it. Remaining flexible, being willing to take breaks to rethink things, and appropriate pacing are all crucial to running a weekend game.

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