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How long can you stay level XXX and still have fun
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<blockquote data-quote="Sunseeker" data-source="post: 5368910"><p>I'm going to stop you right here and use Lanefan's reply as my jumping point.</p><p> </p><p></p><p>That's the clincher isn't it. Any mob can work at any level, sure, that's true. But IMO, when you start having stuff like Dracoliches and deep ones being defeated by IMO, low-level adventurers, they lose their epic charm. A 3rd level adventurer in my worlds is a fairly common sight. By 5th level they are only barely starting to thin out. A generic pirate could be a challenger anywhere from 1st to 10th level with me. However, Darkbeard the Black, Lord of the Shadowsail Pirates, is going to be fairly higher. The demon-lord who empowers him, higher than that. His minions? Not so much.</p><p> </p><p>I hate when fantasy monsters become mundane, and generally, I regard everything below 5th level as fairly mundane. </p><p> </p><p> </p><p> </p><p></p><p>IMO, when "use rope" no longer becomes useful because a player can teleport, and the GM wants to make things a little tougher, I like to throw in a little something that inhibits teleporting. Maybe it's half the distance, maybe if you teleport only half of you will make it through. Challenge is what you make of it, and if you want to stop players for facerolling through a challenge, dream something up that will make it more challenging.</p><p> </p><p></p><p>Once again, every player is different, what I've found is that 2-3 or 3-4(at a weekly pace, once a monthish), is a great way to balance out players like yourself, who want to squeeze every last drop of fun out of their current powers, and players who don't give a hoot about that and just want to hit Epic Tier. </p><p> </p><p></p><p>I've never actually run a campaign that high to be honest. I like shorter arcs and most of my players enjoy playing through quicker(6-monthish @ a weekly session pace, so about 24 sessions) stories. If we blow levels 1-3 in the first 4 sessions, then that leaves us with about 20 sessions to cover the other 7, about 3 weeks per level. Which at some 6-8 hours a session, i've found most players have thuroughly explored their current powers and are ready to move on to bigger challenges.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5368910"] I'm going to stop you right here and use Lanefan's reply as my jumping point. That's the clincher isn't it. Any mob can work at any level, sure, that's true. But IMO, when you start having stuff like Dracoliches and deep ones being defeated by IMO, low-level adventurers, they lose their epic charm. A 3rd level adventurer in my worlds is a fairly common sight. By 5th level they are only barely starting to thin out. A generic pirate could be a challenger anywhere from 1st to 10th level with me. However, Darkbeard the Black, Lord of the Shadowsail Pirates, is going to be fairly higher. The demon-lord who empowers him, higher than that. His minions? Not so much. I hate when fantasy monsters become mundane, and generally, I regard everything below 5th level as fairly mundane. IMO, when "use rope" no longer becomes useful because a player can teleport, and the GM wants to make things a little tougher, I like to throw in a little something that inhibits teleporting. Maybe it's half the distance, maybe if you teleport only half of you will make it through. Challenge is what you make of it, and if you want to stop players for facerolling through a challenge, dream something up that will make it more challenging. Once again, every player is different, what I've found is that 2-3 or 3-4(at a weekly pace, once a monthish), is a great way to balance out players like yourself, who want to squeeze every last drop of fun out of their current powers, and players who don't give a hoot about that and just want to hit Epic Tier. I've never actually run a campaign that high to be honest. I like shorter arcs and most of my players enjoy playing through quicker(6-monthish @ a weekly session pace, so about 24 sessions) stories. If we blow levels 1-3 in the first 4 sessions, then that leaves us with about 20 sessions to cover the other 7, about 3 weeks per level. Which at some 6-8 hours a session, i've found most players have thuroughly explored their current powers and are ready to move on to bigger challenges. [/QUOTE]
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