3catcircus
Adventurer
Kamikaze Midget said: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.
The issue I have is that while it may take 10 sessions to develop my plots, if I use the standard xp progression, the PCs may already be of such a high level that the baddies in those plots would be too high level for the situation. Orcs with 5 levels of fighter or warrior? I think not.
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?
Even lower CR challenges *still* keep that xp odometer rolling... The *why* IS important - but if the PCs blow past it, then it means I have to do a lot of hand-waving or create revisionist history. It is painful enough to stat out encounters in 3.x, as is.
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...
Yeah - but the campaign world is MINE, as the DM, and I allow the players to let their PCs run around in it - so things that I want the PCs to do are as important as the things the players want their PCs to do.
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)?
I'm not suggesting that this is the case at all - I am suggesting that players shouldn't be so over-eager to reach Uber-Lord Level that they miss fun things along the way - too many *players* equate level advancement with fun instead of equating the roleplaying experience as a whole with fun.
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?
Certain things *have* to be done at certain levels. Other things can be done at *any* level. The issue I have is that there is a combination of rapid character advancement in terms of real-world time (i.e. going from 1st - 10th level over a span of 10 4-hour game sessions) coupled with the relative unfamiliarity that a player will have with has character's abilities due to that relatively short period of time.
To put it another way - I've been playing Neverwinter Nights ever since it was released. Sometimes 4 hours every night for a week, sometimes going months between firing up the game. I'm *still* only just now entering Luskan in chapter 2 of the original scenario and only at 11th level for my PC. Could I have played 24-hours a day for two weeks straight and reached this point? Sure. Could I have done it that way and learned all the nuances of how best to deal with a given encounter? No.