>>96253404
Hmm honestly I don't think I have it 100% down yet, but I haven't found my session structure changing too much from my experience running D&D and PF. You don't need to worry as much about attritiion which is nice as the game rewards "pressing on" over resting so you can really design adventures that ramp up in tension over time. But because of this I think the game favors multi session adventures that are always draining on the parties recoveries if you want the party to reach that dilemma of "do we press on and stay powerful or do we stop to play it safe and let the bad guys get ahead 24 hours?"
I stick to a pretty basic AB structure where I go from combat to rp with a montage (skill challenge) every 1 - 2 sessions. And that can always change based on player action, sometimes it's mostly one or the other but I try to keep a good rhythm.
Examples from my session notes
-Session 1-
>players socialize on boat (rp)
>Lizardmen and pterodactyls attack (combat and save the crew)
>Stop the fire in the cargo hold and land the ship safely (montage)
-Session 2-
>Explore village of psychedelically poisoned people (rp/exploration)
>Dino's show up to chew on drugged up villagers (combat)
>Find unpoisoned village member (rp)
>Go into well to fight poison frog men in hatchery caves (combat)
>Players used their Downtime activities to unpoison and fix the well and establish relationships with locals (respite/downtime activities)
tips
>Don't be afraid to hit players hard, they die at negative 1/2 their max HP not at 0, so they aren't as delicate as they seem (especially if they have a full support Conduit)
>keep it simple with monsters at the start. Getting used to using malice and running a few different stat blocks and be a lot. It takes a bit to get the fully finesse your monsters.
>Pick cool maps. PC's and monsters have lots of cool mobility and forced movement. The system shines with high ground, hazards, traps, cover, walls, and random junk to interact with.