Almost every answer to this online is "it depends", which is true and useless. These are the numbers that decide it.
One session
Three to four hours is the standard block, and it's not arbitrary. Under about two and a half hours you lose most of a session to recap and setup. Past four and a half, attention goes, combat slows to a crawl, and people start checking the time instead of the map. Our sessions run three to four hours, and the recorded session on our reviews page is four hours and three minutes of an ordinary week, if you want to see what that looks like.
How often a table meets
Weekly is the cadence that works. Every other week sounds like a kindness to busy adults and is usually the thing that kills a campaign: two weeks is long enough to forget what you were doing, and a single cancellation becomes a month-long gap. Monthly campaigns almost never finish.
The awkward truth is that scheduling ends more games than boredom does. A table of five adults picking a night that works every week is a harder problem than any encounter in the book, which is one of the concrete things you're paying a professional to solve. The night is fixed before you sit down, and it stays fixed.
A whole campaign
Ranges you can plan around, assuming weekly three-to-four-hour sessions:
- A one-shot. One session, sometimes two. A self-contained story with an ending.
- A short campaign. Six to twelve sessions, roughly two to three months. Enough for characters to change, short enough to commit to.
- A published adventure path. Most of the big books are built for somewhere between forty and sixty sessions, which is nine months to a year and a half of real life.
- An open-ended homebrew campaign. As long as the table wants. Our longest running game passed session 125 with most of its original players, which is over two years of Wednesdays.
What that means for the decision you're making
You're not committing to two years. You're committing to a session zero and then to one week at a time. Nobody at our tables signed up for 125 sessions. They signed up for one, liked it, and kept showing up. If you want to know what a first session commits you to, the session zero guide covers exactly what gets agreed before a campaign starts, including how somebody leaves without wrecking the game for everyone else.
If the truth is that you can't hold one weeknight for the next two months, that's worth knowing before you pay for anything. Start with a one-shot instead, or read whether paying for a game is worth it at all, which lists the situations where it's not.
Rates for a seat are on the pricing page, published, per session, with no package to buy up front.
Find your table
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