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Using long passage of time successfully...examples?
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<blockquote data-quote="am181d" data-source="post: 6031556" data-attributes="member: 3576"><p>I've never read the Pendragon rules, but I HAVE stolen this mechanic!</p><p></p><p>I ran a campaign a few years back called "Generation of Heroes" that (with a few detours) took place over the course of 20 levels spread over 20 years. Every adventure was 2-4 sessions long and a year of game time passed between sessions.</p><p></p><p>This was 3.5 so characters were able to "acquire" treasure between adventures based off the leveled starting gold advancement chart. (Players were assumed to still be adventuring but not on "important" adventures.)</p><p></p><p>If they want to create magic items, they could pay for the experience cost in gold. </p><p></p><p>Players volunteered what they wanted to do, and I'd generally just let them do it, if it wasn't game breaking. (No "and I'd like to have killed the Evil Lich who's building at army in the north.")</p><p></p><p>This was a wonderful mechanic to allow the characters to grow and mature and change in more credible and more meaningful ways. The PCs got older and started families. Older NPCs died. Babies grew up. Kingdoms rose and fell. Etc. Etc.</p><p></p><p>Yes, you CAN squeeze that into a few years of game time, but this felt much more satisfying. It also gave every adventure a certain freshness as the PCs were continually forced to rediscover each other. Good stuff.</p></blockquote><p></p>
[QUOTE="am181d, post: 6031556, member: 3576"] I've never read the Pendragon rules, but I HAVE stolen this mechanic! I ran a campaign a few years back called "Generation of Heroes" that (with a few detours) took place over the course of 20 levels spread over 20 years. Every adventure was 2-4 sessions long and a year of game time passed between sessions. This was 3.5 so characters were able to "acquire" treasure between adventures based off the leveled starting gold advancement chart. (Players were assumed to still be adventuring but not on "important" adventures.) If they want to create magic items, they could pay for the experience cost in gold. Players volunteered what they wanted to do, and I'd generally just let them do it, if it wasn't game breaking. (No "and I'd like to have killed the Evil Lich who's building at army in the north.") This was a wonderful mechanic to allow the characters to grow and mature and change in more credible and more meaningful ways. The PCs got older and started families. Older NPCs died. Babies grew up. Kingdoms rose and fell. Etc. Etc. Yes, you CAN squeeze that into a few years of game time, but this felt much more satisfying. It also gave every adventure a certain freshness as the PCs were continually forced to rediscover each other. Good stuff. [/QUOTE]
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Using long passage of time successfully...examples?
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