[RPG] How to plan, prepare, and enforce an episodic structure

gm-preparationsession

I have more or less always run my campaigns as very continuous affairs, in which each game session picks up, in game, only moments or hours after the previous session ended. If the party ends play in the field or in the dungeon, we pick up from that spot.

More and more, as my play groups are harder to assemble regularly in their entirety, it becomes clear that things would be much easier if I were running self-contained adventures with an explicit "return to base" at the end of each session. As I've never worried about forcing any such thing, I'm at a loss as to how to make it happen reliably, although I realize that a good first step is to make it clear to the players that it will help make the game more coherent over time.

Nonetheless, I'm looking for a set of rules to follow that will help me produce appropriate-length sessions without the need for me to end with "…and then you all manage to escape and get back to the safe house." I am especially interested in this in the context of a target of exploration that is clearly too large to explore in one session, such as a large ruin or megadungeon.

Best Answer

One simple way for sandboxy games: Explain to the players that they need to get back to base by the end of the session. If they don’t, then you’ll roll on a table you’ve made up to determine what happens on their way back to base.