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Is My Campaign Going Too Fast?
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<blockquote data-quote="zakael19" data-source="post: 9839000" data-attributes="member: 7044099"><p>Yeah so like, if you're just resolving scenes and moving on over and over without a lot of the stuff that eats up time (mainly: talking, decision making), I can see why you're blitzing. </p><p></p><p>What I've learned to do from my time running FITD games for my tables is have some periods of decompression/downtime where we focus in on character interactions; relationships with each other and NPCs; etc, to give some space between the high intensity conflicts. </p><p></p><p>If your table doesn't give a crap about such things and you're basically just zooming through the equivalent of modules with framed key scene after another, sounds great. But weaving some space to let things breathe and vibe before getting back to the grind can be nice, and maybe avoids that sensation some of your players seem to be highlighting.</p><p></p><p>Something else you can do (maybe not now, but in the future?) is adjust the <em>fictional </em>space in which level-ups happen. For instance, Nimble 2e suggests that as players gain levels, the in-universe time interval should go from like days/weeks to week/months to months/years. An unseasoned warrior may get a lot from a couple of dungeons, a veteran master of body and weapons may need months of campaigning to have a serious increase in their skills.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9839000, member: 7044099"] Yeah so like, if you're just resolving scenes and moving on over and over without a lot of the stuff that eats up time (mainly: talking, decision making), I can see why you're blitzing. What I've learned to do from my time running FITD games for my tables is have some periods of decompression/downtime where we focus in on character interactions; relationships with each other and NPCs; etc, to give some space between the high intensity conflicts. If your table doesn't give a crap about such things and you're basically just zooming through the equivalent of modules with framed key scene after another, sounds great. But weaving some space to let things breathe and vibe before getting back to the grind can be nice, and maybe avoids that sensation some of your players seem to be highlighting. Something else you can do (maybe not now, but in the future?) is adjust the [I]fictional [/I]space in which level-ups happen. For instance, Nimble 2e suggests that as players gain levels, the in-universe time interval should go from like days/weeks to week/months to months/years. An unseasoned warrior may get a lot from a couple of dungeons, a veteran master of body and weapons may need months of campaigning to have a serious increase in their skills. [/QUOTE]
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