Ktulu
First Post
My group is currently level 12 (in 4e) and rapidly moving toward the end of the campaign. Originally, I intended the game to go from 5th level to about 19th, with the overall plot being a war brewing between the Yuan-ti and the human empire.
At 12th level, I'm feeling tugs between the game feeling too rushed, or plodding along too slowly. By all reason, the game could finish in the next two sessions, wrapping up the major plot and resolving the over-all game. The players are extreemly focused on winning the war, and are moving at an alarming pace.
So comes to the explanation of my post title, The Luke Skywalker Paradox. In Empire, Luke learns he must go to Dagobah to train with Yoda and the rest of the heroes go off to continue the plot. While there, he consistently thinks about the "plot" and wishes to expedite the training. In the end, he sacrifices character growth for story advancement and leaves to fight Vader.
I see this as a major issue in how to run games. How does one offer up side-treks and sub-plots without making it feel like the story has come to a grinding halt. Obviously the war doesn't stop for them, and the players want to continue on. However, some level advancement and character growth would be a nice touch as well.
Thus I see a paradox in running a game. How do you guys get around this? Some players in the group have expressed the feeling that if the game is to end, let's end it. Others would like to continue on with their characters. The plot could be expanded, but I don't want to do it in such a way that would sacrifice the feel of the game, i.e. with the war beginning, they feel like they need to move extremely fast to react, and I don't want to then make everything feel falsly rushed...
Opening up the floor on this. It's really edition/system neutral and an issue I've felt in other campaigns I've ran. What's everyone think?
At 12th level, I'm feeling tugs between the game feeling too rushed, or plodding along too slowly. By all reason, the game could finish in the next two sessions, wrapping up the major plot and resolving the over-all game. The players are extreemly focused on winning the war, and are moving at an alarming pace.
So comes to the explanation of my post title, The Luke Skywalker Paradox. In Empire, Luke learns he must go to Dagobah to train with Yoda and the rest of the heroes go off to continue the plot. While there, he consistently thinks about the "plot" and wishes to expedite the training. In the end, he sacrifices character growth for story advancement and leaves to fight Vader.
I see this as a major issue in how to run games. How does one offer up side-treks and sub-plots without making it feel like the story has come to a grinding halt. Obviously the war doesn't stop for them, and the players want to continue on. However, some level advancement and character growth would be a nice touch as well.
Thus I see a paradox in running a game. How do you guys get around this? Some players in the group have expressed the feeling that if the game is to end, let's end it. Others would like to continue on with their characters. The plot could be expanded, but I don't want to do it in such a way that would sacrifice the feel of the game, i.e. with the war beginning, they feel like they need to move extremely fast to react, and I don't want to then make everything feel falsly rushed...
Opening up the floor on this. It's really edition/system neutral and an issue I've felt in other campaigns I've ran. What's everyone think?