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Controlling Pacing - How do you?
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<blockquote data-quote="amerigoV" data-source="post: 5223001"><p>I don't know Savage Tide AP at all, so I can not point to specifics. But I would just look for breaks where you can insert time. If you can break it out into several periods where time can logically pass, then you have a good starting point. They will level fast in chunks, then hold steady for a number of years (they keep in shape and train, but nothing is really pushing them to get better between the adventures).</p><p></p><p>You then just have to work in why PCs that were adventuring at 20 would then get back together at 30, 40, etc, or why wouldn't younger PCs take their place.</p><p></p><p>If that does not work, perhaps an AP is a bad choice. You might need more self contained modules that you string together to control the time passing aspect. If you think about the value of the loot that PCs get, it is not unreasonable that they would semi-retire between adventures and enjoy the fruits of their labor (maybe let them build a stronghold or organization - something they can fiddle with conceptually).</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5223001"] I don't know Savage Tide AP at all, so I can not point to specifics. But I would just look for breaks where you can insert time. If you can break it out into several periods where time can logically pass, then you have a good starting point. They will level fast in chunks, then hold steady for a number of years (they keep in shape and train, but nothing is really pushing them to get better between the adventures). You then just have to work in why PCs that were adventuring at 20 would then get back together at 30, 40, etc, or why wouldn't younger PCs take their place. If that does not work, perhaps an AP is a bad choice. You might need more self contained modules that you string together to control the time passing aspect. If you think about the value of the loot that PCs get, it is not unreasonable that they would semi-retire between adventures and enjoy the fruits of their labor (maybe let them build a stronghold or organization - something they can fiddle with conceptually). [/QUOTE]
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