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In Defense of Milestone Leveling
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<blockquote data-quote="5ekyu" data-source="post: 7573731" data-attributes="member: 6919838"><p>Cant speak for him, but my players are ok with it. </p><p></p><p>We have in most long campaigns occasionally played flashback scenes from earlier in the timeline. In those cases, where we needed to, we cut back or scaled back traits as appropriate. </p><p></p><p>But that's fine for chapters in a bigger story. We dont tend to run Memento-like progress backwards stories, so doing things like this for prolonged timeframes isnt ever " needed by the story."</p><p></p><p>But then, the story is usually one that is unfolding as its bring played - not following a pre-determined set of key points enforced by GM assigning values to the "right way". </p><p></p><p>So, that flashback, for instance, is actually creating that back-story element that sets the stage for the future story. - instead of just scripting it by GM or others. </p><p></p><p>It's part of why I stopped using the "so for following the right way" long long ago. Let's everybody have more choices - in-game in-character - for their own merits not for XP or whatever.</p><p></p><p></p><p>But for the de-leveling... I think this sentence spotlights the difference...</p><p></p><p>"But I wouldn’t be alright with that if I were playing and you said, “ok, Brad we’re dealing with goblins again this time, so it’s back down to level two.” "</p><p></p><p>I as GM dont **tell** Brad we are doing this or doing that with levels backwards etc. Itsbmore a case of Brad and I choose to roleplay that past event for more detail and making it more "real in game. Often - most often - its Brad's idea. </p><p></p><p>That whole GM telling thrm to de-level fits in with the GM choosing what gets xp carrots and what doesnt - the core idea that advancement is the GMs to give out or not, by extension, to take back. </p><p></p><p>That's where we differ.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7573731, member: 6919838"] Cant speak for him, but my players are ok with it. We have in most long campaigns occasionally played flashback scenes from earlier in the timeline. In those cases, where we needed to, we cut back or scaled back traits as appropriate. But that's fine for chapters in a bigger story. We dont tend to run Memento-like progress backwards stories, so doing things like this for prolonged timeframes isnt ever " needed by the story." But then, the story is usually one that is unfolding as its bring played - not following a pre-determined set of key points enforced by GM assigning values to the "right way". So, that flashback, for instance, is actually creating that back-story element that sets the stage for the future story. - instead of just scripting it by GM or others. It's part of why I stopped using the "so for following the right way" long long ago. Let's everybody have more choices - in-game in-character - for their own merits not for XP or whatever. But for the de-leveling... I think this sentence spotlights the difference... "But I wouldn’t be alright with that if I were playing and you said, “ok, Brad we’re dealing with goblins again this time, so it’s back down to level two.” " I as GM dont **tell** Brad we are doing this or doing that with levels backwards etc. Itsbmore a case of Brad and I choose to roleplay that past event for more detail and making it more "real in game. Often - most often - its Brad's idea. That whole GM telling thrm to de-level fits in with the GM choosing what gets xp carrots and what doesnt - the core idea that advancement is the GMs to give out or not, by extension, to take back. That's where we differ. [/QUOTE]
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