XP are for DMs who lack the nerve to just TELL their players when they go up a level.
But seriously, I don't use XP. Waste of my time. I just tell my players when they've gone up a level. If they think it's time for them to go up a level, they suggest it and I decide. I mean, since you get to decide how much XP they get per session, how is it any different? It's just removing that layer that pretends the process is objective and mathematical.
As fast as I want. No futzing around with calculations or tables or whatever. Fits my story/threat plans perfectly. You can't beat it.
This is exactly my system.
It does when you want the game to be slow enough to build the plot threads that lead the PCs to challenge the high level NPCs *when* they are high enough level to challenge them.
Slow how? In the number of sessions you play? Or in the amount of in-world time that goes by? Because it's pretty easy to say "you do nothing important for a few years -- you fight a few goblins. Anything you want to accomplish in these five years? Make your checks." If that's when the next appropriate event happens, no one is rushing you through then.
If it's the XP/session rather than the XP/in-world time frame that's the pain...then the problem is leveling up about once a month (ish). The system handles slowing this down fine by allowing you to throw weaker enemies at the party for less XP. You don't have to match their EL every time. In fact, throwing in "lesser encounters" that serve only to hint at the deeper plot threads is generally part of the campaign, ne? Where the challenge isn't so much to their life and limb as it is to their goals and plans.
If the progression of experience wasn't slowed down by the DM, then maybe the PCs discover the who and what, but not the why - which may lead them to ignore potential plot threads.
I don't understand how this flows from fast level advancement at all. What's stopping the PC's from taking on a challenge of a lower CR for information purposes? What's stopping them from finding out the why? Why isn't the why important? How can they ignore it? Because they're high level?
I want to fully develop as many different threads as possible - and the only way to do that is either through a slower xp progression or to spoon-feed the PCs information that they should be figuring out on their own. I have no problems dealing with PCs who have high-level abilities - it is the fact that those abilities mean nothing when the driver for your campaign has little to do with daily combats.
What stops a PC from finding out information when they are high level on their own? Why does being high level have to equal "kill the BBEG now?" You have a theoretically unlimited number of levels to deal with......just because they reach the level at which you can kill the BBEG doesn't mean they have to go kill the BBEG. If they stall, the BBEG can grow along with them. If they rush right in because they *can*, then the threads seem to be irrelevant as far as the PC's go, and that's pretty much the only reason the campaign exists -- for the PC's. If they don't care about the threads they're missing, that's not an advancement problem, I'd think...
Because that is not "realistic" (yeah, yeah - I know it is a fantasy game - I don't make them roll a d20 to determine if they got everything off when they wipe their behinds...) 1st level PC's aren't, and shouldn't, be the most important entities in the world. They *can* be the most important in their little corner of it, but until they have earned enough levels to be political movers and shakers, then they will be relatively unimportant to the world at large. Sure, at 1st level, they may be giving a headache to an orc tribe that is in the hills outside thier little town in Amn; but does a Amnian merchant who's livelihood is made from the sale of Maztican cocoa beans in Athkatla really care about that? Not at 1st level. Maybe later on, the fact that the PCs have eliminated an orc tribe means that a road is safe enough for the tiny little town to get it's first taste of these "cocoa beans of which you speak," at which point maybe the PCs are noticed by said merchant and asked to be caravan guards or go into business with him, or whatever...
What's wrong with a world of commoners, where the BBEG is an orc with 2 levels of barbarian? That's the biggest monster around. Period. Ever. In the entire world. Maybe he even rules it, with an iron fist. And these 1st level PC's come and kill him, thus saving the world from slavery.
You don't need to be high level to have epic adventures.
And you can also get into things that levels alone don't measure. At what level do you become Pharaoh of the Universe? What if it's FIRST? What if one of the PC's is elected to that post, and must thwart the GREAT FIEND EVIL FROM BEYOND SPACE AND TIME (e.g.: a tiefling with the numbers filed off)?
by doing whatever it takes to ensure that my players don't grow faster than the plot hooks they've generated can support them....it is about keeping their growth in line with their storyline - a storyline that they are developing.... I don't want the players to redefine certain things in my campaign
This seems backwards to me, but it might just be a different philosophy. I think it's my *job* as a DM to provide plot hooks that can support the characters. I'm not tied to a specific level range. If my PC's are level X when they need to face the BBEG, I'll make sure that the BBEG is X+2. I let the mechanics help tell the story, but I never let them get in the way of it.
If they're developing the storyline, why can't the storyline adjust to their development? Why do they *have* to take on this particular aspect of the story at this particular level? Shouldn't they be able to take on whatever aspect of the story they go to at whatever particular level they're at?
If they choose to try to redefine certain things in your campaign, isn't stopping them making sure that they don't develop the story line?