D&D General Ditching Archetypes 6E?

To be fair, I believe @Lanefan is running (roughly) weekly games that go for real-life decades, with many hundreds of sessions; I don't think their time being overly precious is a major constraint on their play choices.
Good for him. I am not in high school anymore and I don't have that kind of time while juggling work and family obligations. I'm lucky to get once a month, so if you are designing a game that requires me to play multiple characters at the same time for decades, you are basically shutting our players like me at this stage.
 

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Good for him. I am not in high school anymore and I don't have that kind of time while juggling work and family obligations. I'm lucky to get once a month, so if you are designing a game that requires me to play multiple characters at the same time for decades, you are basically shutting our players like me at this stage.
Oh, absolutely. I'm a pretty major proponent of the idea that modern games should be designed around the idea of a "campaign" lasting a few months and maybe a dozen sessions; games lasting for hundreds of sessions and 5 years+ are atavisms in terms of modern play schedules.
 

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