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General Tabletop Discussion
*TTRPGs General
Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="Steel_Wind" data-source="post: 5162668" data-attributes="member: 20741"><p>Correct, but misleading.</p><p></p><p>What changed from between 1st ed ca. 1978-79 and 3.x ca. 2001 was not the "length" of the intended campaign in terms of the overall time of 12-18 months, but the frequency of sessions within that time span.</p><p></p><p>What changed in that 20+ years? Simple: the core audience of the players got older - a lot older - and we no longer had time to play 2, 3, or four times a week. Responsibilities: jobs, wives and families interceded. Many people were now getting in one game a week - and still many others a game every other weekend, or less than that.</p><p></p><p>So that was the main change in 3.xx and the experience point rules. The number of campaign sessions that would be required to level a character was deliberately and significantly reduced in the XP design of 3.xx. 1st ed experience point system was aimed at slowing down level advancement - whereas 3.xx was aimed at speeding it up. Monte Cook wrote about this change and why it was done after the release of 3.xx. </p><p></p><p>To suggest the average length of a campaign was about the same in 3.xx as it was in 1st or 2d ed is only superficially accurate. Under the hood - the XP reward crunch underwent a HUGE and deliberate change in the XP reward system, brought about largely by the aging of the core audience of the game. The change was not a consequence of providing more and more doggie treats to the players - but in providing them often enough, given the decreasing # of game sessions most players were spending playing their characters during the course of a campaign and the reduction in frequency of actual game sessions.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5162668, member: 20741"] Correct, but misleading. What changed from between 1st ed ca. 1978-79 and 3.x ca. 2001 was not the "length" of the intended campaign in terms of the overall time of 12-18 months, but the frequency of sessions within that time span. What changed in that 20+ years? Simple: the core audience of the players got older - a lot older - and we no longer had time to play 2, 3, or four times a week. Responsibilities: jobs, wives and families interceded. Many people were now getting in one game a week - and still many others a game every other weekend, or less than that. So that was the main change in 3.xx and the experience point rules. The number of campaign sessions that would be required to level a character was deliberately and significantly reduced in the XP design of 3.xx. 1st ed experience point system was aimed at slowing down level advancement - whereas 3.xx was aimed at speeding it up. Monte Cook wrote about this change and why it was done after the release of 3.xx. To suggest the average length of a campaign was about the same in 3.xx as it was in 1st or 2d ed is only superficially accurate. Under the hood - the XP reward crunch underwent a HUGE and deliberate change in the XP reward system, brought about largely by the aging of the core audience of the game. The change was not a consequence of providing more and more doggie treats to the players - but in providing them often enough, given the decreasing # of game sessions most players were spending playing their characters during the course of a campaign and the reduction in frequency of actual game sessions. [/QUOTE]
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