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General Tabletop Discussion
*Pathfinder & Starfinder
How Long to Reach 10th Level
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<blockquote data-quote="Ratskinner" data-source="post: 5877808" data-attributes="member: 6688937"><p><img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> So, really, you have one problem, because the second indicates the solution to the first.</p><p></p><p>I would <em>expect</em> that a published Adventure Path or similar would involve multiple 2h component adventures. For a "bigger" feel, you tie several of the 2h's together with a larger plot, perhaps even running two or three simultaneously as plot threads. Either that or they'll have to be like those "Dollar Dungeons" that came out immediately after 3e was released, but I don't see that as a profitable model for WOTC.</p><p></p><p>As far as running out....hard to say. I would <em>expect</em> that writing smaller units of adventure would mean that its easier to crank out more of them faster, either for the DM or WOTC.</p><p></p><p>However, not having seen the rules....and not knowing how they intend to approach publishing adventures with the modular thing. That's why I italicized "expect" up there. You never can tell what insanity may grip game publishers. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>As an aside, I'm kinda assuming this 2h adventure is using the Basic rules. My guess would be that tacking on a few rules modules could drastically slow play down. Which, I feel is another good reason to keep this strategy. Sure, my basic group can get through it in 2h, but when I run it for my other group using the "grid tactical" and "advanced exploration" modules, it suddenly takes 3.5 hours.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5877808, member: 6688937"] :erm: So, really, you have one problem, because the second indicates the solution to the first. I would [I]expect[/I] that a published Adventure Path or similar would involve multiple 2h component adventures. For a "bigger" feel, you tie several of the 2h's together with a larger plot, perhaps even running two or three simultaneously as plot threads. Either that or they'll have to be like those "Dollar Dungeons" that came out immediately after 3e was released, but I don't see that as a profitable model for WOTC. As far as running out....hard to say. I would [I]expect[/I] that writing smaller units of adventure would mean that its easier to crank out more of them faster, either for the DM or WOTC. However, not having seen the rules....and not knowing how they intend to approach publishing adventures with the modular thing. That's why I italicized "expect" up there. You never can tell what insanity may grip game publishers. :D As an aside, I'm kinda assuming this 2h adventure is using the Basic rules. My guess would be that tacking on a few rules modules could drastically slow play down. Which, I feel is another good reason to keep this strategy. Sure, my basic group can get through it in 2h, but when I run it for my other group using the "grid tactical" and "advanced exploration" modules, it suddenly takes 3.5 hours. [/QUOTE]
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How Long to Reach 10th Level
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