#Pacing Guide — How to Divide 3 Hours into Five
Contents
Purpose of this document. How to run a 3-hour session divided into five phases: Introduction / Domain Routine / Expedition / Return / Wrap-Up. Session allocation for the Main Arc 20-session mode and the Extended 50-session mode. Time-extension advice for special sessions.
Core Rulebook References
- Required: GM Guide 2 · GM Guide 3
- Reference: Quick Reference · Campaign Seeds
- In this supplement: Campaign Loop · Escalation Ladder
#Scent — The Grain of Time
3 hours. 180 minutes. Two emptied cups and one snack. It feels both long and short.
In a GM's experience, 3 hours are like five fires. The first fire is the Introduction, lit low and small. The second fire is the Domain Routine, burning largest and brightest. The third fire is the Expedition, burning longest of all. The fourth fire is the Return, fading quietly. The fifth fire is the Wrap-Up, water poured over the remaining embers.
If any one fire burns too large or too small, the fire beside it catches. So distribution is rhythm.
This document is advice about that rhythm. Advice, not rules. Your table knows itself best. Even so, it is recommended to hold to this distribution for the first 3–4 sessions. Once the table stabilizes, adjust from there.
#Law — Basic 3-Hour Structure
#10 / 40 / 90 / 30 / 10
| Phase | Time | % | Main Activities |
|---|---|---|---|
| Introduction | 10 min | 5.5% | Last week's recap + this week's hook |
| Domain Routine | 40 min | 22% | Morale · core · Barrier · romance · NPC conversation |
| Expedition | 90 min | 50% | Spirit Realm entry · encounters · combat · exploration |
| Return | 30 min | 17% | Return check · loot · fatigue recovery |
| Wrap-Up | 10 min | 5.5% | Sheet update · next-week preview |
Total 180 minutes. 50% is Expedition, 22% is domain, the rest is the rest.
#Principles
- The Expedition is half. Combat, exploration, and encounters consume half the time. Less than this and the campaign becomes a "domain management simulation"; more than this and it becomes a "dungeon crawler."
- The domain is as important as the Expedition. 22% goes to the domain. Conversation, NPC relationships, romance, Barrier inspection. The tension of the Expedition is released in the domain, and the ordinariness of domain life is missed during the Expedition.
- Introduction and Wrap-Up are short. 10 minutes each. Do not let them run long. Last week's story gets 1 minute of recap, this week's hook gets 2 minutes of presentation, and the rest is player questions and preparation.
- The Return is surprisingly long. 30 minutes. This is where loot distribution, NPC reunions, core spoilage checks, and fatigue and injury recovery happen. Keep it short and the session ends as nothing more than "went on an expedition, came back."
#Law — Phase Details
#Phase 1: Introduction (10 minutes)
#Purpose
- Recap of the previous session
- Presentation of this week's central hook
- Player preparation time
#Structure
[0:00-0:02] Last week's summary (GM 1 min + player supplement 1 min)
[0:02-0:05] This week's opening situation (Barrier HP, domain atmosphere, key event preview)
[0:05-0:08] Player questions and preparation (character sheet check, item organization)
[0:08-0:10] Central hook presentation (one line: the problem to resolve this week)
#Tips
- The GM starts the recap. It's fine if players don't remember. If the GM adds a short "and then…" it lets everyone join in naturally.
- One hook only. Something like: "This week, Barrier HP dropped below 40. The onmyoji has asked for help." Two or more hooks are presented during the Expedition phase.
- Do not force preparation time. Let players who are ready chat, and give slower players their time.
#Signs of Failure
- If the Introduction runs past 20 minutes, the session drags. Cut it with a single "Let's move to the next phase."
- If the recap turns into a player debate, defer it with "Let's talk during the Expedition."
#Phase 2: Domain Routine (40 minutes)
#Purpose
- Weekly Barrier, core, and Morale update
- NPC conversation and romance events
- Facility operation and upgrade progress
- Information gathering (planning the next Expedition)
#Structure
[0:10-0:15] Weekly basic check (5 min, GM-led)
- Morale shift (random or event-based)
- Barrier HP weekly reduction applied
- Core production confirmed (facility operation status)
- Facility events (breakdown, completion, special)
[0:15-0:35] Free routine (20 min, player-led)
- NPC meetings and conversation
- Romance events
- Facility visits and upgrade start
- Information gathering (rumors, map updates)
- Core spoilage check and injection decision
[0:35-0:45] Expedition preparation (10 min, joint)
- Squad formation (expedition and garrison)
- Destination and route decision
- Necessary resources and equipment check
- Companion NPC decision
- Estimated time and contingency plan
#Tips
- Keep the weekly check fast. No more than 5 minutes. "Morale 7, Barrier 72, core 3 units, forge broken." These four lines are enough.
- Players choose their free routine. The GM only suggests. "Master Gensho the onmyoji has collapsed. Anyone going to visit?" Just throw that hook, and leave the rest to player choice.
- Every player gets at least one scene. With 4 players, 20 free-routine minutes / 4 = 5 minutes per scene. No one should be left out.
- The GM facilitates Expedition prep. If players are lost, say: "All right, 10 minutes left. Let's decide who's going and where."
#Signs of Failure
- If the free routine runs past 60 minutes, Expedition time is eaten away. The GM intervenes with a single "All right, it's time for the Expedition."
- If one player monopolizes 20 minutes, the others get bored. Every 5 minutes, rotate with "What are you doing?"
#Phase 3: Expedition (90 minutes)
#Purpose
- Spirit Realm entry and exploration of the 9 hells
- Enemy encounters and combat
- Core harvest and information acquisition
- Crisis, choices, and emotional peak
#Structure
[0:45-0:55] Barrier crossing and entry (10 min)
- Barrier crossing scene (onmyoji's prayer, sensation of passing through)
- Spirit Realm landscape description (aspect of the relevant hell)
- First encounter or Prophecy event
[0:55-1:45] Central adventure (50 min)
- Main objective execution (core harvest · NPC rescue · information acquisition)
- 1–2 combats
- 1–2 exploration checks
- 1–2 social checks (Negotiation with Spirit Realm inhabitants and yoma)
[1:45-2:15] Climax and choice (30 min)
- Boss battle or key event
- Ethical choice (triggers Three Ways and Six Hearts shift)
- Acquisition or loss of decisive information
- Whether loot is obtained
#Tips
- Combat is round-based. Keep a round tracker in view and announce "We are now at round 3" every round. Target: within 15–20 minutes per 1 combat encounter.
- Exploration centers on sensory description. Before the check: "What do you see?" After the check: "What did you learn?" Do not spend time on the check itself.
- If pacing loosens, add an event. If a quiet Expedition stretches past 15 minutes, roll a random-event die (d10; on a 6 or higher, add an encounter).
- The climax must come. Within 90 minutes there must be at least one "climax of this session." Without it, the session will not be remembered.
#Signs of Failure
- If a single combat runs past 40 minutes, players tire. Say "We'll wrap up at the end of this round" and compress.
- If the Expedition continues past 90 minutes, Return and Wrap-Up disappear. Allow up to 110 minutes; beyond that, push to the next session.
#Phase 4: Return (30 minutes)
#Purpose
- Return-to-domain scene
- Loot distribution and core processing
- NPC reunions and reporting
- Fatigue and injury recovery
- Wrapping up the weekly event
#Structure
[2:15-2:25] Return check and scene (10 min)
- Barrier crossing (on return: Barrier HP -1 to -3)
- Domain atmosphere immediately after return
- Reactions of waiting NPCs (lord · onmyoji · retainers)
[2:25-2:45] Loot and core processing (20 min)
- Confirm grade of acquired cores, store, inject
- Loot distribution
- NPC report (information sharing)
- Romance event (conversation with Expedition companion NPC)
- Injury recovery begins (treatment check)
#Tips
- The return scene is short but rich. "The castle gates open and people come running out. The lord is at the front." This single line takes 30 seconds. It creates the emotional rhythm.
- Process cores immediately. The longer you wait, the more the spoilage risk. "This high-purity core — where should it go?" Ask right away and decide.
- NPC reactions are Affinity-based. When a beloved lord returns, applause breaks out; when a distrusted outsider returns, silence falls. Check the romance sheet.
- Record injuries, but recovery is next week. Full recovery within a session is rare. The trace of injury carrying into the following week is the drama.
#Signs of Failure
- Skipping the Return and going straight to Wrap-Up flattens the session into "fight, talk, done." Secure at least 20 minutes.
- If loot distribution runs past 20 minutes, players argue. The GM mediates or defers with "Let's settle it next week."
#Phase 5: Wrap-Up (10 minutes)
#Purpose
- Update all 4 sheets
- Next-week preview
- Player impressions and feedback
#Structure
[2:45-2:50] Sheet update (5 min, GM-led)
- Barrier HP final value
- Core stock final value
- Morale and Fear final values
- Squad status (injuries, deaths)
- Romance Affinity changes
[2:50-2:55] Next-week preview (3 min, GM-led)
- Preview of next week's main event ("Gensho will be weaker still")
- Player homework (character upgrade decisions)
[2:55-3:00] Impressions and close (2 min, joint)
- "What was the most memorable moment today?"
- Confirm schedule for the next session
#Tips
- The GM reads out the sheet update aloud. "Barrier 72. Weekly -3. Expedition -2. Injection +5. Final: 72." Players can follow along.
- Preview should be specific. Not "Where shall we meet next week?" but "Next week the Barrier drops to half. Be ready."
- Impressions are optional. Skip it if players are exhausted. But doing it even 1 time makes the table stronger.
#Signs of Failure
- If the Wrap-Up runs past 20 minutes, the session is too long. Move sheet work to after the session, done by the GM alone.
#Law — Session Length Customization
#2-Hour Session
Introduction 7 min / Domain Routine 25 min / Expedition 60 min / Return 20 min / Wrap-Up 8 min
(= 120 minutes)
- Expedition holds at 50% (60 min)
- Domain Routine reduced from 40 to 25 min (weekly check + free routine only; Expedition prep is allocated 5 min at Expedition start)
- Return is 20 min (loot and core processing only, NPC reunion abbreviated)
#4-Hour Session
Introduction 10 min / Domain Routine 60 min / Expedition 120 min / Return 40 min / Wrap-Up 10 min
(= 240 minutes, not including 20-min mid-session break)
- Expedition 120 min = holds at 50%; 2 combats and 3 exploration encounters possible
- Domain Routine 60 min = all players can each have 2 scenes
- Return 40 min = romance events, retainer council, etc. can be added
- 20-min break forced at the 60-minute mark of the Expedition
#5-Hour Session (Long Session)
Introduction 15 min / Domain Routine 75 min / Expedition 150 min / Return 50 min / Wrap-Up 10 min + break 30 min (×2)
(= 330 minutes)
- Weekly special events (Night of Barrier Crisis, eve of the ending) recommended
- Expedition 150 min = rich exploration and 2–3 combats
- 30-min breaks ×2 (end of Domain Routine / midpoint of Expedition)
#Law — Session Allocation by Campaign Mode
#Main Arc 20-Session Mode
Overall structure: 1 week × 1 session × 20 weeks = 20-week campaign (approx. 5 months)
Sessions 1–3 : Chapter 1: Drift — domain stabilization, NPC introductions
Sessions 4–6 : Chapter 2: Kokujo — black moon, yoma mass raid
Sessions 7–10 : Chapter 3: Kyoukan — Enmadoji Axis 1
Sessions 11–14 : Chapter 4: Shonetsu — Enmadoji Axis 2, Barrier crisis
Sessions 15–18 : Chapter 5: Mugen — Enmadoji Axis 3, truth discovered
Sessions 19–20 : Ending (return or the lord)
#Session Time-Allocation Tendencies
| Session | Intro | Domain | Expedition | Return | Wrap-Up | Notes |
|---|---|---|---|---|---|---|
| 1 | 20 | 60 | 60 | 30 | 10 | Character introduction and domain first-look emphasized |
| 2–3 | 10 | 40 | 90 | 30 | 10 | Standard |
| 4–6 | 10 | 30 | 100 | 30 | 10 | Expedition emphasized due to Kokujo crisis |
| 7–10 | 10 | 40 | 90 | 30 | 10 | Standard |
| 11–14 | 10 | 30 | 100 | 30 | 10 | Expedition emphasized due to Barrier crisis |
| 15–18 | 10 | 40 | 90 | 30 | 10 | Standard |
| 19 | 10 | 60 | 70 | 30 | 10 | Domain wrap-up emphasized |
| 20 | 15 | 30 | 110 | 25 | 0 | Ending extended |
#Extended 50-Session Mode
Overall structure: 1 week × 1 session × 50 weeks = 50-week campaign (approx. 1 year)
Sessions 1–5 : Intro arc — domain Adaptation, onmyoji, all NPC introductions
Sessions 6–10 : Chapter 1: Drift extended — domain facilities, romance begins
Sessions 11–15 : Chapter 2: Kokujo — yoma mass raid + aftermath
Sessions 16–22 : Chapter 3: Kyoukan — Enmadoji Axis 1 + additional exploration
Sessions 23–29 : Chapter 4: Shonetsu — Enmadoji Axis 2 + Barrier crisis
Sessions 30–37 : Chapter 5: Mugen — Enmadoji Axis 3 + truth
Sessions 38–42 : Mega-dungeon — Enmadoji Core Zone
Sessions 43–46 : Romance ending preparation + individual NPC quests
Sessions 47–50 : Ending + epilogue
#Session Allocation Tips
- The core of Extended Mode: breathing room. 50 sessions is 2.5 times 20 sessions. Use more time for side quests, romance, and open world exploration.
- 1–2 "pause sessions" per chapter. Sessions with no combat or crisis — only NPC conversation, romance, and domain management. Player fatigue recovery.
- Romance sessions go in pause sessions. Romance-centered sessions have no Expedition and use a 60/60/60 structure (Introduction · Domain · Return).
#Law — Special Session Time Extension
#Night of Barrier Crisis
The highlight of Chapter 4: Shonetsu. Barrier HP drops below 20 and a yoma army attacks simultaneously from multiple points.
#Recommended Time: 4 Hours
Introduction 15 / Domain Routine 20 / Expedition and defense battle 180 / Return 30 / Wrap-Up 15
(= 260 minutes = 4 hours 20 minutes)
#Key Points
- Expedition is 180 minutes (75%). 1.5 times that of other sessions.
- Domain Routine is 20 minutes of evacuation and defense deployment only.
- The defense battle uses a wave format: 3–5 waves, 30–40 minutes per wave.
- Every player makes at least 2 decisive choices. "Who do we save?" "Do we inject the Barrier?"
#Time Extension Advice
- Mid-session breaks are mandatory (at the 30-minute mark and the 60-minute mark).
- Prepare a lot of GM notes. Improvising 4 hours is not feasible.
- Announce to players in advance: "This will be a 4-hour session."
#Ending Session
Campaign finale. Main Arc session 20 or Extended Arc session 50.
#Recommended Time: 5 Hours
Introduction 10 / Domain wrap-up 30 / Final battle 180 / Ending scene 60 / Epilogue 20
(= 300 minutes = 5 hours)
#Key Points
- Final battle is 180 minutes (60%). Boss battle, final Barrier check, high-purity core injection.
- Ending scene 60 minutes: each player's romance ending, character ending, and domain conclusion.
- Epilogue 20 minutes: 1 year later, 10 years later, one generation later.
#Time Extension Advice
- Splitting into 2 sessions is recommended. A "final battle session" and an "ending and epilogue session."
- Ending scenes: 5 minutes per 1 player. With 4 players, that is 20 minutes. The GM wraps up with narration.
- Let players write the epilogue themselves. "What is your character doing 10 years from now?" One line each.
#Chapter 1: Drift — Session 1 (Doubles as Session 0)
#Recommended Time: 3 Hours 30 Minutes
Introduction 30 / Domain Routine 90 / Expedition 70 / Return 30 / Wrap-Up 10
(= 230 minutes)
#Key Points
- Much time for character introductions: in the 30-minute Introduction, each player introduces themselves (5–6 minutes per 1 player).
- Domain first-look: in 90 minutes, meet all 8 major NPCs (8–10 minutes per NPC).
- Expedition is light: 70 minutes, a beginner-friendly dungeon, 1 combat.
- Return is safe: first Barrier check, success scene.
#Law — Player Fatigue Management
#In-Session Fatigue Signals
- Wandering attention: frequently looking at a phone or out the window → boredom signal.
- Conversation drops off: questions answered in one word → reduced concentration.
- No laughter: no reaction even to light jokes → emotional fatigue.
#Responses
| Signal | Immediate Response |
|---|---|
| Wandering attention 1–2 players | Announce a break in 5 minutes |
| Wandering attention 3+ players | Immediate break (10 minutes) |
| Conversation drops off | Ask the player directly ("What are you doing, ○○?") |
| No laughter — 1 player | Give that character a small good thing (an NPC greeting or gift) |
| No laughter — everyone | Lower the tension (a lighthearted event or a funny NPC appearance) |
#Mid-Session Break Timing
- 3-hour session: a 10-minute break recommended at the Expedition midpoint (1 hour 15-minute mark).
- 4-hour session: breaks at the 60-minute, 120-minute, and 180-minute marks.
- 5-hour session: breaks at the 60-minute, 120-minute, 180-minute, and 240-minute marks.
#Long-Term Fatigue Management
- A "pause session" every 3–5 campaign sessions: a domain-centered session with no Expedition.
- 1 "rest week" per month: a week with no campaign play. Player recharging.
- Mid-point check at campaign session 10: ask "Are you having fun right now?"
#Law — Real Session Timing Example
#Main Arc Session 4 (Start of Chapter 2: Kokujo)
Scenario: The black moon has begun to rise. Yoma mass raid, wave 1. Barrier HP 75 → 58.
[0:00-0:10] Introduction
- Last week's summary: domain Adaptation, first Expedition success
- This week's hook: "Since last night, the moon has been turning black"
- Player preparation
[0:10-0:50] Domain Routine
- Weekly check: Morale 6, Barrier 75, core 4 units, forge normal
- Free routine:
* Meeting with onmyoji Gensho (10 min) — Prophecy presented
* Strategy session with Lord Akihisa (10 min) — Barrier reinforcement decided
* Player 1 romance event (10 min)
* Player 2 facility upgrade order (10 min)
- Expedition preparation: squad formation, core harvest target
[0:50-2:20] Expedition (90 min)
- Barrier crossing scene (10 min)
- Black Rope Forest exploration (30 min, random encounters ×2)
- Yoma scout squad combat (25 min)
- Spring of Cores discovered (15 min, exploration check)
- Return decision point (10 min)
[2:20-2:50] Return
- Barrier return (5 min, crossing Barrier HP -3)
- Core storage (10 min, grade 4 cores ×3)
- NPC report (10 min, lord and onmyoji)
- Romance event (5 min, conversation with companion NPC)
[2:50-3:00] Wrap-Up
- Sheet update: Barrier 58, core +3
- Next-week preview: "The black moon is on its second night. Wave 2 of the yoma is coming."
- Impressions
#Extended Arc Session 12 (Pause Session)
Scenario: Aftermath of Kokujo. Funeral for the fallen. Domain reconstruction. Romance focus.
[0:00-0:10] Introduction
- Brief settling of the Kokujo aftermath from last week
- This week: "Today is the day of the funeral"
[0:10-1:00] Domain Routine (50 min, responding to no Expedition)
- Attending the funeral (20 min) — Morale -1, emotional peak
- Conversation with onmyoji Gensho (10 min) — health declining
- Romance event 1 (10 min)
- Romance event 2 (10 min)
[1:00-2:00] Extended domain activities (60 min, replacing Expedition)
- Domain reconstruction work (20 min, resources and labor check)
- Individual NPC conversations (20 min, 5 minutes per player)
- Romance events 3–4 (20 min)
[2:00-2:50] At dusk (50 min)
- Strategy session with the lord (15 min) — next week's plan
- Romance event 5 (15 min) — Affinity peak
- Evening meal (10 min) — domain atmosphere recovery
- Night prayer (10 min) — onmyoji ritual, Barrier HP +2
[2:50-3:00] Wrap-Up
#Checklist — Session Timing Self-Diagnosis
Answer these questions after the session.
[ ] Did the Introduction stay within 15 minutes?
[ ] Did every player have at least 1 scene during the Domain Routine?
[ ] Was Expedition time within 40–55% of the total?
[ ] Were there at least 1 combat and 1 choice during the Expedition?
[ ] Was at least 20 minutes secured for the Return?
[ ] Did at least 1 of: core processing, loot distribution, or a romance event happen during the Return?
[ ] Were all 4 sheets updated during Wrap-Up?
[ ] Was the next-week preview specific?
[ ] Was there at least 1 mid-session break in a 3-hour session?
[ ] Were player fatigue signals observed at least 2 times?
- Fewer than 3 checked: Pacing needs major revision in the next session.
- 4–7 checked: Some improvement needed.
- 8 or more checked: Good. Maintain the current rhythm.
#Tone Guide
- Numbers are targets; feel is the standard. 10/40/90/30/10 is only a guide. In practice, watch the players' feelings and concentration.
- Dividing is better. When any one phase runs too long, the session drags. Build the habit of "next, please" every 15 minutes.
- Record time. After a session, record the actual time distribution and adjust for next time.
"3 hours are 180 minutes, and 180 minutes are 1080 10-second intervals, and 1080 10-second intervals are 1080 decisions. Giving each decision room to breathe — that is pacing."
— From GM Ono-sensei's notebook
Related Documents
- 80-06 Escalation Ladder — appropriate pressure intensity by session
- Campaign Loop — weekly loop basic structure