17 May 2006
Getting Your Session Started
As is often the case with most role-playing groups getting the evening session started can be a bit trying. Late arrivals, socializing and the “where did I put my dice?” situations are a normal part of every group but take up time and any time not spent gaming is viewed by some groups (okay, almost all) as ‘lost time’ so here’s a tip.
Have two ’start’ times. The first one is when everyone should arrive. This is a great chance to give everyone a chance to catch up, order/eat (my group starts around dinner time) get organized and so on. For the sessions I run I typicall call it, “Administration time,” and use it to make sure I’m ready and give everyone else a chance to do the same. I also use this time to answer any questions regarding the campaign left over from the previous session and to discuss our upcoming gaming schedule. I try not to let this linger more than 30-45 minutes.
The second ’start’ time is when gaming starts ‘for real.’ This is when everyone, including the GM, needs to be in character and focusing on the events of the session.
As always you should adjust this to your group. I’ve played in groups where when you sit down upon arrival you were expected to be in character and others where I was never quite sure if we were actually playing - it always made it interesting.
May your dice roll well.











[...] 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. [...]