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Boredom in "Zero to Hero" Campaigns
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<blockquote data-quote="Lakesidefantasy" data-source="post: 8059777" data-attributes="member: 6682043"><p>I been trying to live by this meme lately:</p><p>[ATTACH=full]124588[/ATTACH]</p><p></p><p>My last game we started at 3rd level and quickly found a magic item that controls red dragon. The players were unconvinced. Surely, given their low level, the dragon was but a wyrmling, or there was some other catch. Yet, by 6th level they were riding on the back of an ancient red dragon, locked in mortal with a green dragon above the city streets. However, there was a catch: The adventure ended after the defeat of the green dragon. That was the goal and they achieved it--adventure over.</p><p></p><p>I've been stepping away from career character campaigns, in favor of succinct adventures that last 3-6 sessions with different characters in each. Long career campaigns are fun and rewarding, but it is not the only way to play the game. Short adventures are limited in some aspects, but quite liberating when you as the Dungeon Master don't have to consider the future consequences of big plays.</p><p></p><p>This, I think, is why we fight rats in the basement--the treadmill. Your character keeps getting more powerful, but so do your opponents (and subsequently, the number to be rolled is always around 15).</p></blockquote><p></p>
[QUOTE="Lakesidefantasy, post: 8059777, member: 6682043"] I been trying to live by this meme lately: [ATTACH type="full" width="268px"]124588[/ATTACH] My last game we started at 3rd level and quickly found a magic item that controls red dragon. The players were unconvinced. Surely, given their low level, the dragon was but a wyrmling, or there was some other catch. Yet, by 6th level they were riding on the back of an ancient red dragon, locked in mortal with a green dragon above the city streets. However, there was a catch: The adventure ended after the defeat of the green dragon. That was the goal and they achieved it--adventure over. I've been stepping away from career character campaigns, in favor of succinct adventures that last 3-6 sessions with different characters in each. Long career campaigns are fun and rewarding, but it is not the only way to play the game. Short adventures are limited in some aspects, but quite liberating when you as the Dungeon Master don't have to consider the future consequences of big plays. This, I think, is why we fight rats in the basement--the treadmill. Your character keeps getting more powerful, but so do your opponents (and subsequently, the number to be rolled is always around 15). [/QUOTE]
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