Three act sessions
I'm shifting campaign soon. My current campaign, Wave Rats, a sort of high-seas Into the Odd (punny name based on Maze Rats, originally an ItO hack), was stressing me out. I think I've figured out why, and what I'm doing about it - but also how I can plan sessions with this structure less stressfully in the future. Wave Rats was supposed to be a sort of Caribbean West Marches - you'd pick a destination, sail there (with all the potential complications that raises) and do the thing you'd elected to do. Brilliant thinking, thought I, self-aggrandisingly: Sailing simplifies the hexcrawly travel bit of West Marches play (again, my players aren't the hardcore types that love tracking their iron rations by the half-pound, for which I am grateful). Further, and most importantly, islands are lovely discrete adventure sites. By zooming out a little, each island basically acts as a dungeon, with one dungeon turn equalling about 8 hours for travel by foot plus actions. Thi...