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<blockquote data-quote="Lanefan" data-source="post: 6750462" data-attributes="member: 29398"><p>Which by extension means your characters are levelling up every 3 sessions or so. As a player I'd still be figuring out what I could do at one level and along would come the next.</p><p></p><p>Well, it happens if all involved want it to; and you're willign to accept some player turnover and probably lots of character turnover as it goes along.</p><p></p><p>Where I've always seen it as adversarial at least to this extent: the DM sets the challenges in the game world and it's up to the players via their characters to overcome said challenges.</p><p></p><p>Having it done beforehand allows for much greater consistency within the setting...a.k.a. much less risk that I'm going to contradict myself on something important.</p><p></p><p>Were I to run a full sandbox it'd be even more pre-work for me, as before it started I'd want a very good idea of what was where and why; and what the party would likely find if they went in a given direction from a given place.</p><p></p><p>We use item numbers too, even after things are IDed, so we know what's what later on. Also, sometimes they merely assume they know what something does... </p><p></p><p>Ah. We divide it equally between adventures, in part because it's pretty much assumed that not every character in one adventure is going to be around for the next...we tend to cycle them in and out. Only in unusual cases where an item is so useful the party can't bear to let it go but no single character can afford it is anything ever kept as a party item; and even then it's usually only until someone can afford to buy it later. Also, I have training on level-up in my game and characters need to know if they can afford it. And revival from death is also somewhat costly. (side note: revival in 5e as written is way too cheap)</p><p></p><p>If it's something the character would for sure remember I remind them; if it's something the character might remember they get an intelligence check. But if they gather a bunch of information and don't make notes it's quite realistic to think the characters won't necessarily remember it all.</p><p></p><p>Lan-"the main trick to running a long campaign is to decide going in that it's going to be a long campaign"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6750462, member: 29398"] Which by extension means your characters are levelling up every 3 sessions or so. As a player I'd still be figuring out what I could do at one level and along would come the next. Well, it happens if all involved want it to; and you're willign to accept some player turnover and probably lots of character turnover as it goes along. Where I've always seen it as adversarial at least to this extent: the DM sets the challenges in the game world and it's up to the players via their characters to overcome said challenges. Having it done beforehand allows for much greater consistency within the setting...a.k.a. much less risk that I'm going to contradict myself on something important. Were I to run a full sandbox it'd be even more pre-work for me, as before it started I'd want a very good idea of what was where and why; and what the party would likely find if they went in a given direction from a given place. We use item numbers too, even after things are IDed, so we know what's what later on. Also, sometimes they merely assume they know what something does... Ah. We divide it equally between adventures, in part because it's pretty much assumed that not every character in one adventure is going to be around for the next...we tend to cycle them in and out. Only in unusual cases where an item is so useful the party can't bear to let it go but no single character can afford it is anything ever kept as a party item; and even then it's usually only until someone can afford to buy it later. Also, I have training on level-up in my game and characters need to know if they can afford it. And revival from death is also somewhat costly. (side note: revival in 5e as written is way too cheap) If it's something the character would for sure remember I remind them; if it's something the character might remember they get an intelligence check. But if they gather a bunch of information and don't make notes it's quite realistic to think the characters won't necessarily remember it all. Lan-"the main trick to running a long campaign is to decide going in that it's going to be a long campaign"-efan [/QUOTE]
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