So it's less a "death spiral" and more a "death deadness."
Or just death.
COMICS INDUSTRY, IT IS TIME FOR US TO WALK TOGETHER ...
So it's less a "death spiral" and more a "death deadness."
It can be done in 3e - I played in one - but it requires a bit of system mashing to accomplish. The same principles might work in 4e and more likely would work in 5e.I guess my 103 session 5.5 year Loudwater FR campaign was 'midrange' - it felt pretty long at the time! But we only went level 1-29 in 4e D&D; afaics a 'long' campaign is pretty much impossible using 3e/4e/5e rules with the standard assumption of a single PC group.
It doesn't stop it, but it sure slows it down.But I had the same issue running 1e AD&D in the 1980s/early 90s; we were playing an hour a day in school lunch breaks and after a few years the PCs had umpteen levels and were outside the assumptions of the system. So I don't think advancing out of play is a new thing in D&D due to the level-up paradigm - only BECMI really stretched things out to allow 250+ session campaigns with one group.
I've never quite grasped how exactly people do multi-PC 'campaigns', rather than multiple campaigns in the same world/setting. I've experimented with running multiple interacting PC groups at same time in same setting, but that doesn't stop PCs 'levelling out'.
First - and everything else hinges on this - slow down the level advance rate! Either reduce each encounter's xp by a factor of 4 or 5, or multiply all the bump points by 4 or 5. Even if you do nothing else at all, this alone will give you headroom to run much longer.
Was I a good industry?COMICS INDUSTRY, IT IS TIME FOR US TO WALK TOGETHER ...
Was I a good industry?
I think it is misblamed for creating a bubble, but from what I can read the bubble that burst was there all along (With the intense competition that happened in the late eighties, many new and poorly planed comic shops popped up and ended up over-ordering). The immediate effects of that event were actually more on the benign side, as the magnitude of the media coverage got many new people into the hobby.Please don't ask about anything since the Death of Superman.
There's any number of groups who had no "world" per se. They played through the classic modules. There was no "exploration", no crawling hexes. Travel was boring and glossed over to get to the adventure that someone had bought.
I only really deeply started getting into setting when I got into Greyhawk in the mid-1990’s. It really changed when I ran John D. Rateliff’s “Return to the Keep on the Borderlands in 1999.
I had one idea for a game where the "prologue" or Session 0 involved a fairly leveled up/almost lvl 20 party, then the game flash forwards to the present for regular sessions and the group makes their legit characters. The plot twist of the campaign would reveal that the BBEGs are actually the corrupted versions of the heroic party from the prologue/session 0.Now, this concept is very interesting to me. In a vague, hypothetical sense this sounds cool, but I can’t picture how this would actually look at the table. Would you be willing to elaborate on this, particularly in terms of specific examples in actual play? What action steps should a DM who wants to try running a game this way take?