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<blockquote data-quote="hawkeyefan" data-source="post: 9819356" data-attributes="member: 6785785"><p>Yeah, I got the impression that more time is meant to pass between major excursions and the like… but that seems to assume that threats either really bide their time, or that they’re generally resolved quickly. Many of the threats that came to face the town in our game were persistent and tended to linger a while. I suppose I could have tried to adjust this, but I was doing what seemed to make sense based on what we’d established in play. </p><p></p><p>I also feel the XP accrues a bit too quickly. One way we handled that was that I allowed the players to Burn Brightly any time they had XP points at all, not just when they had an excess beyond what was needed to level. We put this house rule into place well into the game and it helped slow progression a bit, which allowed us to move things along at a more leisurely pace.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9819356, member: 6785785"] Yeah, I got the impression that more time is meant to pass between major excursions and the like… but that seems to assume that threats either really bide their time, or that they’re generally resolved quickly. Many of the threats that came to face the town in our game were persistent and tended to linger a while. I suppose I could have tried to adjust this, but I was doing what seemed to make sense based on what we’d established in play. I also feel the XP accrues a bit too quickly. One way we handled that was that I allowed the players to Burn Brightly any time they had XP points at all, not just when they had an excess beyond what was needed to level. We put this house rule into place well into the game and it helped slow progression a bit, which allowed us to move things along at a more leisurely pace. [/QUOTE]
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