Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
So, I picked up some D&D books the other day and told some coworkers I may be willing to run a campaign. Having some good ideas in my head and currently reading through the DM's guide, I am a little confused.
I used to play the WoD line of games, so I have an idea of what I am getting into here. My main issue is the length of play, my initial thought was to run a campaign in two hour sessions in a weekly/bi-weekly/whenever everyone can get together sort of arrangement. But having no real experience playing D&D, I have no clue how long everything will take. The game I want to do is going to have an ongoing story with plot twists and such things to add interest (because, frankly, dungeon crawling with little reason seems meaningless to me), so going on my previous experience in WoD I can accurately guess how long that will take. I am mainly interested in how long the combat takes, I was under the idea a crawl can be done in an hour or two, but the gm book seems to indicate one fight can take an hour.
So, can anyone give me an accurate timeline of how your average two to three hour D&D game can go? Or at least anything along those lines, because I want to have an idea of what to try to fit into a session before I start writing everything up. Also, any tips would be appreciated!