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<blockquote data-quote="Asmor" data-source="post: 5187261" data-attributes="member: 1154"><p>Well, I view this as a much more 'gamist' thing, and in that sense I like the idea of giving the players information and leaving it to judgment rather than guessing about when the best time to blow all their shinies is.</p><p></p><p>It's also worth noting that, at least until you start unlocking magic items, there's no penalty for switching characters and hypothetically nothing stopping players from playing a new character every session and blowing through all their resources in every encounter. Actually, that's probably a metric you should keep track of; consecutive sessions playing the same character (with appropriate allowances to compensate players who switch characters to fill missing roles, but <em>intended</em> to stick with their other character).</p><p></p><p></p><p></p><p>My primary issue lies with treasure distribution. The revolving door cast simply doesn't suit a traditional "We found a +1 sword, who needs it most?" treasure paradigm. Experience, I suppose, might still have a place in the game. I'd probably make exp reset, and players go down to level 1, at the beginning of each season (but they'd keep magic items unlocked).</p><p></p><p></p><p></p><p>One important thing is to avoid information overload. Unless it's relevant to the current session, it should simply not be present. If an NPC the characters met earlier will play a role in the session, then it should be in the DM's notes and possibly the players' recap as well. This does risk spoiling things a little, which is a problem I have with television shows (e.g. at the beginning of the show, during the recap, they show a character's brother who hasn't been relevant in 2 seasons, so you know that the brother is going to show up in this show...), but c'est la vie.</p><p></p><p></p><p></p><p>In Undermountain Adventures, characters can be promoted to LFR. That's all I know. If I were to run a game like this, I'd allow players to continue using the same character in different seasons.</p><p></p><p></p><p></p><p>Indeed, although even in that session it suggests that if you finish quickly (which, if you managed to avoid the combat, you would), the DM has the option of setting up an ad hoc combat, and it gives a couple different suggestions for encounters.</p><p></p><p>But this is one of the things I think Undermountain Adventures got right; there's combat in pretty much every session, and that's something that needs to be kept in the formula.</p></blockquote><p></p>
[QUOTE="Asmor, post: 5187261, member: 1154"] Well, I view this as a much more 'gamist' thing, and in that sense I like the idea of giving the players information and leaving it to judgment rather than guessing about when the best time to blow all their shinies is. It's also worth noting that, at least until you start unlocking magic items, there's no penalty for switching characters and hypothetically nothing stopping players from playing a new character every session and blowing through all their resources in every encounter. Actually, that's probably a metric you should keep track of; consecutive sessions playing the same character (with appropriate allowances to compensate players who switch characters to fill missing roles, but [i]intended[/i] to stick with their other character). My primary issue lies with treasure distribution. The revolving door cast simply doesn't suit a traditional "We found a +1 sword, who needs it most?" treasure paradigm. Experience, I suppose, might still have a place in the game. I'd probably make exp reset, and players go down to level 1, at the beginning of each season (but they'd keep magic items unlocked). One important thing is to avoid information overload. Unless it's relevant to the current session, it should simply not be present. If an NPC the characters met earlier will play a role in the session, then it should be in the DM's notes and possibly the players' recap as well. This does risk spoiling things a little, which is a problem I have with television shows (e.g. at the beginning of the show, during the recap, they show a character's brother who hasn't been relevant in 2 seasons, so you know that the brother is going to show up in this show...), but c'est la vie. In Undermountain Adventures, characters can be promoted to LFR. That's all I know. If I were to run a game like this, I'd allow players to continue using the same character in different seasons. Indeed, although even in that session it suggests that if you finish quickly (which, if you managed to avoid the combat, you would), the DM has the option of setting up an ad hoc combat, and it gives a couple different suggestions for encounters. But this is one of the things I think Undermountain Adventures got right; there's combat in pretty much every session, and that's something that needs to be kept in the formula. [/QUOTE]
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