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*Pathfinder & Starfinder
Having Years in-game between adventures, Good/Stupid
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<blockquote data-quote="steeldragons" data-source="post: 6193161" data-attributes="member: 92511"><p>I very much enjoy playing up the "in game" passage of time, the seasons, weather conditions at certain times of year, and am also prone to prefer a slow progression of level gain. In a lot of fantasy pseudo-middle ages game worlds, the fact that winter would practically bring travel and exploration to a complete stop is often ignored/overlooked (outside of where you could get to within, say, an hour-to-half a day). The fact that, even in good weather, travel time to/from the [normally] remote locales where adventuring/experience gaining takes place is also MUCH more time consuming than we think of traveling, today.</p><p></p><p>Perhaps your group is made up of "reluctant heroes." Do they have the skills and abilities? Yes. Do they want to be venturing out to put their life on the line on a daily basis? Realistically thinking, most people, regardless of their abilities and power (esp. low level D&D PCs) would not. For all of these reasons, I see no issue with having there be a year or two between actual missions/assignments.</p><p></p><p>That said, it can become disquieting to a) more inexperienced players - who might not yet be comfortable with the imagining of the game world and their character's place in it...then being "warped" to a year later might be difficult to wrap their heads around. "What have I been doing for that year? Did I gain a level? Why not? What's happened?" or b) more experienced players who will want to spend the downtime in training/"powering up", "I level up in that year, right? And I have 2 dozen new scrolls and potions...how many new spells can I track down in this town? [and/or "I had my sword worked on by the town's dwarf blacksmith so now it's +3, right?!"]." Having a system in place for how much "down-/training time" of normal everyday pursuits might amount to a level gained is not a terrible idea. </p><p></p><p>And if random warping up of levels during downtime is to be part of your campaign equation, that too can be disruptive for newer players who, perhaps, haven't even had time to get used to their current abilities before being told "*WHOOSH!* You have a whole batch of new abilities/skills/powers to work with now." Which can also be disruptive in the out-of-game at the table as people need to look up/forget/ask questions about their new stuff.</p><p></p><p>I very much recommend letting players, in the beginning levels of the campaign, at least, spend a little bit of time playing out the downtime. Have them think about what's at their disposal (wherever they have to be living/staying during these periods). Interact with NPCs, maybe make some allies as well as enemies, etc... "I spend 4 months researching new spells and 3 months transcribing as much as I can. Rest of the time I take it easy."; "I spend every waking hour at the pub and burglarizing the locals whenever I need some more money."; "I volunteer my swird for the town's militia/guard and take on whatever rounds/shifts/patrols they assign me for six months. The rest of the time I relax, research what I can about where we might go after the coming thaw and check in with my companions/friends at least once per week per PC." etc...</p><p></p><p>Once you get into a groove with this, and/or the PCs become higher level, you can gloss through this in minutes. "I go back to Arold the Sage's mansion and spend X00 gp on these specific spells that I know, from my training with him last winter, he has in his library."; "I go ack to the pub and spend all waking [mostly] sober time in the company of the barmaid I've fallen for from years ago...and burglarizing the locals, but more careful to not go after anyone I actually know/like."; "I take over my supervisory role as Guard Captain, leaving the scheduling and distribution of duties to my trusted lieutenants whom I've hand picked and worked with for the passed 5 years." etc...DM: "You each achieve these goals, gain [roll, roll] this much gp, and your spell, for your efforts. Your contacts are all thrilled to see you back again for the coming harsh season. You were missed through the harvest that occurred during your last adventure (which took you away for about 2 months all told). Oh, and Thief? Your barmaid/mistress nervously informs you that she is pregnant."</p><p></p><p>And, if you happen to notice the players getting tired/grumbling/eyes rolling of these time-passages, then maybe between a few adventures, just skip it! Handwave a year goes by without any game time played...or add in some "off season" minor side-adventures. then, perhaps after a couple of levels, go back to roleplaying some of the downtime inbetween "campaign plot" adventures.</p><p></p><p>So...on the whole, yes I think it is a good idea. Yes, I have done this before with groups [of experienced players] and it is generally accepted. But you will want to be prepared (with interesting places and NPCs for the players to get to know, possible wandering monsters and/or minor side-quests to keep them busy/interested) and watch out for the kind of "passive railroading" of "I need you guys to be this level because this is what I want you doing/going up against next. So we're skipping ahead 2 years so you guys can all make yourselves X level."</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6193161, member: 92511"] I very much enjoy playing up the "in game" passage of time, the seasons, weather conditions at certain times of year, and am also prone to prefer a slow progression of level gain. In a lot of fantasy pseudo-middle ages game worlds, the fact that winter would practically bring travel and exploration to a complete stop is often ignored/overlooked (outside of where you could get to within, say, an hour-to-half a day). The fact that, even in good weather, travel time to/from the [normally] remote locales where adventuring/experience gaining takes place is also MUCH more time consuming than we think of traveling, today. Perhaps your group is made up of "reluctant heroes." Do they have the skills and abilities? Yes. Do they want to be venturing out to put their life on the line on a daily basis? Realistically thinking, most people, regardless of their abilities and power (esp. low level D&D PCs) would not. For all of these reasons, I see no issue with having there be a year or two between actual missions/assignments. That said, it can become disquieting to a) more inexperienced players - who might not yet be comfortable with the imagining of the game world and their character's place in it...then being "warped" to a year later might be difficult to wrap their heads around. "What have I been doing for that year? Did I gain a level? Why not? What's happened?" or b) more experienced players who will want to spend the downtime in training/"powering up", "I level up in that year, right? And I have 2 dozen new scrolls and potions...how many new spells can I track down in this town? [and/or "I had my sword worked on by the town's dwarf blacksmith so now it's +3, right?!"]." Having a system in place for how much "down-/training time" of normal everyday pursuits might amount to a level gained is not a terrible idea. And if random warping up of levels during downtime is to be part of your campaign equation, that too can be disruptive for newer players who, perhaps, haven't even had time to get used to their current abilities before being told "*WHOOSH!* You have a whole batch of new abilities/skills/powers to work with now." Which can also be disruptive in the out-of-game at the table as people need to look up/forget/ask questions about their new stuff. I very much recommend letting players, in the beginning levels of the campaign, at least, spend a little bit of time playing out the downtime. Have them think about what's at their disposal (wherever they have to be living/staying during these periods). Interact with NPCs, maybe make some allies as well as enemies, etc... "I spend 4 months researching new spells and 3 months transcribing as much as I can. Rest of the time I take it easy."; "I spend every waking hour at the pub and burglarizing the locals whenever I need some more money."; "I volunteer my swird for the town's militia/guard and take on whatever rounds/shifts/patrols they assign me for six months. The rest of the time I relax, research what I can about where we might go after the coming thaw and check in with my companions/friends at least once per week per PC." etc... Once you get into a groove with this, and/or the PCs become higher level, you can gloss through this in minutes. "I go back to Arold the Sage's mansion and spend X00 gp on these specific spells that I know, from my training with him last winter, he has in his library."; "I go ack to the pub and spend all waking [mostly] sober time in the company of the barmaid I've fallen for from years ago...and burglarizing the locals, but more careful to not go after anyone I actually know/like."; "I take over my supervisory role as Guard Captain, leaving the scheduling and distribution of duties to my trusted lieutenants whom I've hand picked and worked with for the passed 5 years." etc...DM: "You each achieve these goals, gain [roll, roll] this much gp, and your spell, for your efforts. Your contacts are all thrilled to see you back again for the coming harsh season. You were missed through the harvest that occurred during your last adventure (which took you away for about 2 months all told). Oh, and Thief? Your barmaid/mistress nervously informs you that she is pregnant." And, if you happen to notice the players getting tired/grumbling/eyes rolling of these time-passages, then maybe between a few adventures, just skip it! Handwave a year goes by without any game time played...or add in some "off season" minor side-adventures. then, perhaps after a couple of levels, go back to roleplaying some of the downtime inbetween "campaign plot" adventures. So...on the whole, yes I think it is a good idea. Yes, I have done this before with groups [of experienced players] and it is generally accepted. But you will want to be prepared (with interesting places and NPCs for the players to get to know, possible wandering monsters and/or minor side-quests to keep them busy/interested) and watch out for the kind of "passive railroading" of "I need you guys to be this level because this is what I want you doing/going up against next. So we're skipping ahead 2 years so you guys can all make yourselves X level." [/QUOTE]
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