Some good Thief sessions last week. We played twice, on Tuesday and again on Thursday. Tuesday's game was a bit nuts, probably because there were too many players and a few too many beers. We played for about 2 hours and then the game sort of fell apart.
The game on Thursday was much better. Four players, smooth moves, and we wrapped up after two hours exactly. I'm trying to pare down the length to less than 90 minutes, but I know how to do that - next time it'll work well.
There was at least one memorable play that game: someone created a Star Trek communicator card a couple weeks ago and used it to teleport to the other side of the Crushy Room. This time, however, we realized that the communicator doesn't teleport you unless you have a starship up in orbit, of course, so it couldn't be used to teleport you. However! The player who drew the communicator used it as it was meant to be used: to communicate. Presented with a locked door, she used it to phone-a-friend, a locksmith, to open the door. Presto!
Meanwhile, I created a transport module from Teenage Mutant Ninja Turtles to get under the Impossibly High Wall. It was cool.