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Using long passage of time successfully...examples?
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<blockquote data-quote="olshanski" data-source="post: 6032137" data-attributes="member: 7441"><p>I do this all the time and I don't see anything unusual about it, like getting player buy-in. Nor do I think there needs to be anything special.</p><p></p><p>After characters successfully save the villiage or whatever, they go back to their ordinary lives, raising families... growing grapes, working the farm... or just spending money and relaxing with a group of adoring followers. When we start the next session, I say, "its been a long time since your last grand adventures. [X] years have passed, and you are starting to feel the itch for adventure. During this time, the following events have transpired {describe some events}, none of which needed your attention, but lately you've been hearing rumors of {give them the next plot hook or hooks}.</p><p></p><p>I frankly don't like the idea of adventurers always rushing about saving the world, and I think giving them a few months or years off between adventures seems very reasonable.</p><p></p><p>Also, when I've done some calculations and the average lifespan of a character in my campaign is 11 sessions. While playing "Banewarrens", the lifespan of a character was only 3 sessions. (we averaged more than one character death per session).</p></blockquote><p></p>
[QUOTE="olshanski, post: 6032137, member: 7441"] I do this all the time and I don't see anything unusual about it, like getting player buy-in. Nor do I think there needs to be anything special. After characters successfully save the villiage or whatever, they go back to their ordinary lives, raising families... growing grapes, working the farm... or just spending money and relaxing with a group of adoring followers. When we start the next session, I say, "its been a long time since your last grand adventures. [X] years have passed, and you are starting to feel the itch for adventure. During this time, the following events have transpired {describe some events}, none of which needed your attention, but lately you've been hearing rumors of {give them the next plot hook or hooks}. I frankly don't like the idea of adventurers always rushing about saving the world, and I think giving them a few months or years off between adventures seems very reasonable. Also, when I've done some calculations and the average lifespan of a character in my campaign is 11 sessions. While playing "Banewarrens", the lifespan of a character was only 3 sessions. (we averaged more than one character death per session). [/QUOTE]
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Using long passage of time successfully...examples?
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