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General Tabletop Discussion
*Pathfinder & Starfinder
Legends and Lore April 2, 2012
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<blockquote data-quote="Stormonu" data-source="post: 5869755" data-attributes="member: 52734"><p>It really feels like these polls are self-fulfilling; as if they are trying to prompt you for the answers they want to hear.</p><p></p><p>Back in grade school and college, I devoted a lot of time to D&D. If we weren't getting in a good 12 hours a week, it was because there were finals or some project for school due.</p><p></p><p>However, as "real life" has slowly crept in to overtake my schedule and kids & spouse have sucked up the rest of my time, I'm down to one four hour session every two weeks, which works out to about 2 hours per week average.</p><p></p><p>However, I think the approach they are taking toward leveling and campaign length is all wrong. The games I've run we run either until the story completes or the group somehow implodes - TPK or life changes for the players, mostly - <em>never</em> "I'm bored of this character - lets start a new campaign". For my group, the game lasts between 12 - 18 months before we switch to a new campaign for whatever reason. I've even revisited playing with old characters on occasion as I'm able to stir interest. I'd not like to see a cap or rush put on character advancement to hit some "magic level". I'd like to see options kept open so that the "average" campaign can hit enough levels to feel complete, but if the game goes onward from there that it doesn't feel like your striding into uncharted, unsupported territory.</p><p></p><p></p><p>Likewise, as others have said, I'd like for options to change the tone of the game when the characters gain a castle, raise an army, go plane-conquering or whatnot - but that those game-changing pieces aren't hard-coded to a specific level; they happen when the DM and players are ready for it to occur. And the game could be returned back to plundering dungeons if the group wants to go back to that sort of adventuring.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5869755, member: 52734"] It really feels like these polls are self-fulfilling; as if they are trying to prompt you for the answers they want to hear. Back in grade school and college, I devoted a lot of time to D&D. If we weren't getting in a good 12 hours a week, it was because there were finals or some project for school due. However, as "real life" has slowly crept in to overtake my schedule and kids & spouse have sucked up the rest of my time, I'm down to one four hour session every two weeks, which works out to about 2 hours per week average. However, I think the approach they are taking toward leveling and campaign length is all wrong. The games I've run we run either until the story completes or the group somehow implodes - TPK or life changes for the players, mostly - [I]never[/I] "I'm bored of this character - lets start a new campaign". For my group, the game lasts between 12 - 18 months before we switch to a new campaign for whatever reason. I've even revisited playing with old characters on occasion as I'm able to stir interest. I'd not like to see a cap or rush put on character advancement to hit some "magic level". I'd like to see options kept open so that the "average" campaign can hit enough levels to feel complete, but if the game goes onward from there that it doesn't feel like your striding into uncharted, unsupported territory. Likewise, as others have said, I'd like for options to change the tone of the game when the characters gain a castle, raise an army, go plane-conquering or whatnot - but that those game-changing pieces aren't hard-coded to a specific level; they happen when the DM and players are ready for it to occur. And the game could be returned back to plundering dungeons if the group wants to go back to that sort of adventuring. [/QUOTE]
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