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Using long passage of time successfully...examples?
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<blockquote data-quote="Razjah" data-source="post: 6031144" data-attributes="member: 98806"><p>I think the time jump usage should vary with genre and level.</p><ul> <li data-xf-list-type="ul">Any thing with long amount of travel (sci-fi/sailing)- time jump</li> <li data-xf-list-type="ul">High level play where PCs have non-adventure related obligations- time jump</li> <li data-xf-list-type="ul">Low level- no jumps, because a long jump could/should have a level up</li> <li data-xf-list-type="ul">Contract based game- time jump</li> </ul><p></p><p>The reason why I like time jumps for higher level play is that it allows the PCs to gain avenues of power that may not be helpful in combat, but can increase some difficulty for higher level characters. When a fighter starts to command troops, suddenly he is (should be IMO) splitting his worry with his old adventuring pals and his recruits. PCs getting involved with organizations that are mostly off screen allow those to tie into adventures. </p><p></p><p>I love being able to use the things they do to impact the PCs lives. Someone wants to open a business- great! But without her shrewd managing skills, the business doesn't do so well while she meets her companions to lay siege to the White Castle where the lich Kylar the Butcher is recovering from the last fight with the party. Now when she gets back she needs to focus on repairing her business and finding a new manager. Alternatively, she can come back and everything is fine but a gang is asking for protection money. Now she can get the party involved in helping the City Watch take down the Red Scorpions. </p><p></p><p>From the games I have played, higher level characters are harder to challenge, and the players enjoy being rewarded for making it this far. So, to help them feel powerful some threats can be toned down. A plague won't hurt the party (saves are too high) but it can wipe out the fighter's fledgling infantry company and the cleric's church members. Now the party has personal reasons to stop the plague. </p><p></p><p>As a GM I want my players to become invested in their characters and the game world. Letting their characters achieve the player's personal goals, and then putting that in danger helps the player become protective and more invested. I love using their ideas for bait in adventures to hook them.</p></blockquote><p></p>
[QUOTE="Razjah, post: 6031144, member: 98806"] I think the time jump usage should vary with genre and level. [LIST] [*]Any thing with long amount of travel (sci-fi/sailing)- time jump [*]High level play where PCs have non-adventure related obligations- time jump [*]Low level- no jumps, because a long jump could/should have a level up [*]Contract based game- time jump [/LIST] The reason why I like time jumps for higher level play is that it allows the PCs to gain avenues of power that may not be helpful in combat, but can increase some difficulty for higher level characters. When a fighter starts to command troops, suddenly he is (should be IMO) splitting his worry with his old adventuring pals and his recruits. PCs getting involved with organizations that are mostly off screen allow those to tie into adventures. I love being able to use the things they do to impact the PCs lives. Someone wants to open a business- great! But without her shrewd managing skills, the business doesn't do so well while she meets her companions to lay siege to the White Castle where the lich Kylar the Butcher is recovering from the last fight with the party. Now when she gets back she needs to focus on repairing her business and finding a new manager. Alternatively, she can come back and everything is fine but a gang is asking for protection money. Now she can get the party involved in helping the City Watch take down the Red Scorpions. From the games I have played, higher level characters are harder to challenge, and the players enjoy being rewarded for making it this far. So, to help them feel powerful some threats can be toned down. A plague won't hurt the party (saves are too high) but it can wipe out the fighter's fledgling infantry company and the cleric's church members. Now the party has personal reasons to stop the plague. As a GM I want my players to become invested in their characters and the game world. Letting their characters achieve the player's personal goals, and then putting that in danger helps the player become protective and more invested. I love using their ideas for bait in adventures to hook them. [/QUOTE]
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