Use a timer to keep sessions on target
Has this ever happened to you? You get everyone together for a session and before you know it the evening is over and when you look at your notes you discover that you didn’t touch on most of what was planned? In some cases it will be because the group has gone off on a tanget that you didn’t plan for but it could also have been wasted time.
Now I’ll be honest, I haven’t used this with my group but I have used it at my job as time management is critical to my job function – get a timer and use it! In a previous post I mentioned using two start times (click here) when the first start time hits start your timer to count down the 30 minutes you’ve set up for your administrative time and then start the session when the timer goes off. Be sure to let your players know ahead of time that when the timer sounds that’s it we’re moving ahead.
You can also use it to mange your session. Have your group agree to a schedule, play for 90 minutes and then ‘take 15.’ Set the timer for 90 minutes, play until the timer goes off and then stop. In most cases you’ll be able to stop right then and there but if you need a couple of extra minutes to finish up a role-play then do so but don’t drag on for another hour. Set the timer for the agreed upon break time and get up from the table – it’s important for the GM to take the break too so the batteries can recharge. When the timer goes off get right back into the game, don’t wait for the stragglers they’ll have to catch up when they get back to the table.
As with anything you should adjust the times to your group. Maybe your group wants to call breaks periodically when the mood strikes or when it makes sense based on where you are in the session – that’s fine, just use the timer to help everyone get back from the break in a reasonable time frame.
Do you have any session management tips? I’d love to hear them!
May your dice roll well.
If you have a player (or two) who likes to bicker about rules, let them, but set the timer to one minute. After this minute, the GM makes a decision about the situation. This lets them get their point out, keeps the game moving, and makes it so other players don’t get bored/annoyed.