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Boredom in "Zero to Hero" Campaigns
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<blockquote data-quote="Stormdale" data-source="post: 8058912" data-attributes="member: 3555"><p>I prefer more time per level so award a set amount of xp per week and typicially means that players spend about 6-8 weeks per level (though 3-4 weeks at levels 1-3).</p><p></p><p>I'm playing in a game with a group of newbies, the DM is good but is racing through the levels and most of the players haven't a clue how to run characters abilities, less is more IMO and players need time to learn ther characters abilities and get used to playing at each level.</p><p></p><p>IMO though the problem is the "adventure path" model ranging from levels 1-12 (or 15 or whatever), there is only so much variety that can be placed by designers to the adventure and the arc. I loved ToA but the premise is absolutely ridiclous- send a 1st level party out to save the world, then spend a number of weeks grinding up levels to them do so. ToA worked well in my game as I threw it into an existing campaign (about level 7-8 pcs IIRC) and they made beeline for the Tomb as a couple of pcs were afflicted by the curse and wanted to figure put why they were losing hps and then wanted it ended!</p><p></p><p>WoTC have ALREADY published the solution IMO, shorter, tigher adventure (and thereby more interesting/ less railroady) arcs such as Lost Mines or Dragon of Icespire Peak which DMs can mix and match into a larger campaign. Local threats at levels 1-5, regional threats at levels 5-10 and larger level threats for levels 10+. DMs mix and match to create larger campaigns.</p><p></p><p>Get rid of the save the world arcs (yawn, what? Not again) and create a tight story arc for each tier and do one or two of those "tiered" adventure arcs per year. My suggestions for the first one: Scourge of the Slavelords a tier 2 adventure for levels 5-10</p><p></p><p>Alas the current model works for them so can't see WoTC changing it.</p><p></p><p>Stormdale</p></blockquote><p></p>
[QUOTE="Stormdale, post: 8058912, member: 3555"] I prefer more time per level so award a set amount of xp per week and typicially means that players spend about 6-8 weeks per level (though 3-4 weeks at levels 1-3). I'm playing in a game with a group of newbies, the DM is good but is racing through the levels and most of the players haven't a clue how to run characters abilities, less is more IMO and players need time to learn ther characters abilities and get used to playing at each level. IMO though the problem is the "adventure path" model ranging from levels 1-12 (or 15 or whatever), there is only so much variety that can be placed by designers to the adventure and the arc. I loved ToA but the premise is absolutely ridiclous- send a 1st level party out to save the world, then spend a number of weeks grinding up levels to them do so. ToA worked well in my game as I threw it into an existing campaign (about level 7-8 pcs IIRC) and they made beeline for the Tomb as a couple of pcs were afflicted by the curse and wanted to figure put why they were losing hps and then wanted it ended! WoTC have ALREADY published the solution IMO, shorter, tigher adventure (and thereby more interesting/ less railroady) arcs such as Lost Mines or Dragon of Icespire Peak which DMs can mix and match into a larger campaign. Local threats at levels 1-5, regional threats at levels 5-10 and larger level threats for levels 10+. DMs mix and match to create larger campaigns. Get rid of the save the world arcs (yawn, what? Not again) and create a tight story arc for each tier and do one or two of those "tiered" adventure arcs per year. My suggestions for the first one: Scourge of the Slavelords a tier 2 adventure for levels 5-10 Alas the current model works for them so can't see WoTC changing it. Stormdale [/QUOTE]
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