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<blockquote data-quote="haakon1" data-source="post: 5012538" data-attributes="member: 25619"><p>As I said, you need to take notes and read it back at the start of the new session.</p><p></p><p>What I've found, with limited infrequent gaming time, is that starting a new adventure is much more time consuming than continuing an existing one, getting straight into the action without the elaborate set up, exploration, NPC interaction, etc. that goes into starting a new scenario.</p><p></p><p>So I recommend against the idea of short (which to me means lacking in depth and unsatisfying), self-contained (which to me means requiring set up and introduction) adventures for each seating of the game, and instead recommend running it as a normal campaign.</p><p></p><p></p><p></p><p>None of my players is interested in builds, and I don't see them competing amongst each other to see whose character is inferior or superior. I think if that's what a player wants out of D&D, infrequent gaming isn't going to make them happy, since they won't power up quickly and there won't be as many chances to try new builds and new rules.</p><p></p><p>Certainly, playing with my group isn't going to make them happy -- we're story and action driven, not out to "win" against each other but against the environment. And my players complained bitterly about the move from 3.0 to 3.5 being complicated and requiring new books, so we're anything but crunch-centric. Also, using a multiple sessions to run an adventure and 3-5 times a year pacing, that means even if I did encourage rebuilds/swapping out for new PCs, it would be a year at a time between character re-envisioning . . . so "fun with builds" really isn't a feature in my game, at all.</p></blockquote><p></p>
[QUOTE="haakon1, post: 5012538, member: 25619"] As I said, you need to take notes and read it back at the start of the new session. What I've found, with limited infrequent gaming time, is that starting a new adventure is much more time consuming than continuing an existing one, getting straight into the action without the elaborate set up, exploration, NPC interaction, etc. that goes into starting a new scenario. So I recommend against the idea of short (which to me means lacking in depth and unsatisfying), self-contained (which to me means requiring set up and introduction) adventures for each seating of the game, and instead recommend running it as a normal campaign. None of my players is interested in builds, and I don't see them competing amongst each other to see whose character is inferior or superior. I think if that's what a player wants out of D&D, infrequent gaming isn't going to make them happy, since they won't power up quickly and there won't be as many chances to try new builds and new rules. Certainly, playing with my group isn't going to make them happy -- we're story and action driven, not out to "win" against each other but against the environment. And my players complained bitterly about the move from 3.0 to 3.5 being complicated and requiring new books, so we're anything but crunch-centric. Also, using a multiple sessions to run an adventure and 3-5 times a year pacing, that means even if I did encourage rebuilds/swapping out for new PCs, it would be a year at a time between character re-envisioning . . . so "fun with builds" really isn't a feature in my game, at all. [/QUOTE]
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