My GM wrapped up our last game, which readed 16th level in two years. This is not the fast advancement I ever had. There was a AD&D game back in the early 90s where we went to 12th level in a year.
The GM is using a varient out of the DMG to reduce our XP totals so that we have slower progression and for some inane reason he won't divulge the method to make sure we can't anticipate our level advancement
I gave up asking why. Either way, here are my observations of fast and slow advancement.
Our GM ususaly has a combat for every session, mostly demons, undead and then as our levels climbed, more demons and teleporting psionic activity and necromatic priest (or wizards.)
By the time my Druid was 16th level, I got Wind Walk. It is an awesome spell that lets the party travel in the "mph" range. The continent quickly shrunk for us. Traveling sky-high, we no longer were slowed by ambushes or teleporting mystery men. The GM had to step up the challenges to things that were threating the world as well as personal subplots that had been ignored for years. Three sessions, he called the campaign to a close and asked us to start again.
For slower advancement, the first thing I noticed was that I lost any sort of temptation for Prestige Classes or multiclassing. The GM said we might make 9th level in two years, with no absentees. I have already had a couple of times that work or family made me skip the game. I am sure that when I finally get a new feat it will seem like a god send. But it would be nice to do some heroic stuff without signing my character's death warrant.
I can see pros and cons to both concepts, but the impression I am getting is that if you like low levels of DnD, then the varient rules for reduced XP work just fine.
If you like to give your players lots of options and the feeling that they can get to use those options, then a quicker rate might be needed.
The GM is using a varient out of the DMG to reduce our XP totals so that we have slower progression and for some inane reason he won't divulge the method to make sure we can't anticipate our level advancement

Our GM ususaly has a combat for every session, mostly demons, undead and then as our levels climbed, more demons and teleporting psionic activity and necromatic priest (or wizards.)
By the time my Druid was 16th level, I got Wind Walk. It is an awesome spell that lets the party travel in the "mph" range. The continent quickly shrunk for us. Traveling sky-high, we no longer were slowed by ambushes or teleporting mystery men. The GM had to step up the challenges to things that were threating the world as well as personal subplots that had been ignored for years. Three sessions, he called the campaign to a close and asked us to start again.
For slower advancement, the first thing I noticed was that I lost any sort of temptation for Prestige Classes or multiclassing. The GM said we might make 9th level in two years, with no absentees. I have already had a couple of times that work or family made me skip the game. I am sure that when I finally get a new feat it will seem like a god send. But it would be nice to do some heroic stuff without signing my character's death warrant.
I can see pros and cons to both concepts, but the impression I am getting is that if you like low levels of DnD, then the varient rules for reduced XP work just fine.
If you like to give your players lots of options and the feeling that they can get to use those options, then a quicker rate might be needed.