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Worlds of Design: The Price of Advancement
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<blockquote data-quote="evildmguy" data-source="post: 8854591" data-attributes="member: 6092"><p>Wow, some great discussion here! Good ideas to think about. </p><p></p><p>To add to what I said, I gave up trying to make leveling and training in a fantasy world make sense in terms of time spent from level one to level twenty. It is something I think about and if I can, I have breaks at points to allow for this. I might have them skip adventuring in winter in a northern area as it is too cold and they can make stuff or work on things. I might have festivals or celebrations to add in some time. If I can't, though, because the adventure has a sense of urgency with time, I don't worry about it. I would rather focus on the adventure. That's my approach, anyway. </p><p></p><p>I will say that I recently tried milestone leveling and once the players got used to not receiving xp, getting a level became a nice surprise, rather than trying to game system for a bit more xp so they could level. Again, it could be explained either way, knowing you almost understand something and pushing until you do. Or the sudden realization that something you have been trying to do worked several times in a row.</p></blockquote><p></p>
[QUOTE="evildmguy, post: 8854591, member: 6092"] Wow, some great discussion here! Good ideas to think about. To add to what I said, I gave up trying to make leveling and training in a fantasy world make sense in terms of time spent from level one to level twenty. It is something I think about and if I can, I have breaks at points to allow for this. I might have them skip adventuring in winter in a northern area as it is too cold and they can make stuff or work on things. I might have festivals or celebrations to add in some time. If I can't, though, because the adventure has a sense of urgency with time, I don't worry about it. I would rather focus on the adventure. That's my approach, anyway. I will say that I recently tried milestone leveling and once the players got used to not receiving xp, getting a level became a nice surprise, rather than trying to game system for a bit more xp so they could level. Again, it could be explained either way, knowing you almost understand something and pushing until you do. Or the sudden realization that something you have been trying to do worked several times in a row. [/QUOTE]
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