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<blockquote data-quote="pemerton" data-source="post: 7716229" data-attributes="member: 42582"><p>The nearest I could find was this, on pp 58, 112:</p><p></p><p style="margin-left: 20px">If your players wish to spend most of their time visiting other planes (and this could come to pass after a year or more of play) then you will be hard pressed unless you rely upon other game systems to fill the gaps. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">While it might seem highly unlikely to those who have not been involved in fantasy adventure gaming for an extended period of time, after the flush of excitement wears off - perhaps a few months or a year, depending on the intensity of play - some participants will become bored and move to other gaming forms, returning to your campaign only occasionally. Shortly thereafter even your most dedicated players will ococcasionally find that dungeon levels and wilderness castles grow stale, regardless of subtle differences and unusual challenges. It is possible, however, for you to devise a campaign which will have a very minimal amount of participant attrition and enthusiast ennui, and it is not particularly difficult to do so.</p><p></p><p>(The latter passage then leads into a discussion of Boot Hill and Gamma World as D&D variants - ie the "other systems" referred to in the earlier passage.)</p><p></p><p>To me, <em>spending most of their time visiting other planes</em> implies name level or pretty close thereto. He certainly doesn't seem to be envisaging the same characters being played in a continuous campaign for years on end!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7716229, member: 42582"] The nearest I could find was this, on pp 58, 112: [indent]If your players wish to spend most of their time visiting other planes (and this could come to pass after a year or more of play) then you will be hard pressed unless you rely upon other game systems to fill the gaps. . . . While it might seem highly unlikely to those who have not been involved in fantasy adventure gaming for an extended period of time, after the flush of excitement wears off - perhaps a few months or a year, depending on the intensity of play - some participants will become bored and move to other gaming forms, returning to your campaign only occasionally. Shortly thereafter even your most dedicated players will ococcasionally find that dungeon levels and wilderness castles grow stale, regardless of subtle differences and unusual challenges. It is possible, however, for you to devise a campaign which will have a very minimal amount of participant attrition and enthusiast ennui, and it is not particularly difficult to do so.[/indent] (The latter passage then leads into a discussion of Boot Hill and Gamma World as D&D variants - ie the "other systems" referred to in the earlier passage.) To me, [I]spending most of their time visiting other planes[/I] implies name level or pretty close thereto. He certainly doesn't seem to be envisaging the same characters being played in a continuous campaign for years on end! [/QUOTE]
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