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General Tabletop Discussion
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Level Advancement and In-Campaign Time
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<blockquote data-quote="Uller" data-source="post: 7458145" data-attributes="member: 413"><p>You can't do much about the pacing of the APs if you play them as written...but yeah...you can advance really fast and it is a bit silly. As far as narrative goes around a campaign like that, I try to look at it as the PCs are already very powerful...they just don't know it yet...That 200 year-old elf wizard already has a basic idea of how to cast 7th+ level spells, he just hasn't had the need or opportunity...adventuring focuses his mind and unleashes that part of his brain. The 30 year-old human fighter is already a grizzled veteran but he hasn't adventured yet so it just takes a little time to shake off the scars and reveal the lessons he already learned through years of campaigning. So I encourage my players to not make PCs that are 16 yo kids just starting out but instead make them the character they think they will be at higher levels.</p><p></p><p>But for homebrews, I just mentioned in another thread, I just pass game time the same as real time. With one or two weeks between game sessions and each adventure taking 2 or 3 game sessions, going from first to second level took my group three weeks. Then we took a week off so that's a month. Second to third will be paced about the same...so 2 months to get from 1st to 3rd level. Probably will slow down for 4th and 5th level and that is as far as this campaign will likely go so probably 6 months of game time for 1st to 5th level. Seems okay to me. Higher levels will be slower going if we start a new "chapter" of the campaign with these same characters. Maybe another full year or two to get to 10th level and I'll put a much bigger chunk of down time between.</p><p></p><p>If you want it longer, make downtime increments in months or seasons or even 6 months or a year. So if a week of real life passes between adventures, a month or a season passes in game time. </p><p></p><p>It is up to the DM how often opportunities for adventure present themselves and the players need to kind of play along with the idea that their characters are not able to just go from one adventure to the next with no downtime in between. They got s*&t to do...families, jobs, positions in their liege lord's court or whatever. </p><p></p><p>I liken it to my time in the military...I was deployed for 8 months to a combat zone. Most of that time was incredibly boring. Uneventful "presence patrols", maintenance and guard duty with occasional very brief events that you could liken to an "adventure"...In 12 years in the military only one combat deployment...</p><p></p><p>It is up to the DM to set that pace.</p></blockquote><p></p>
[QUOTE="Uller, post: 7458145, member: 413"] You can't do much about the pacing of the APs if you play them as written...but yeah...you can advance really fast and it is a bit silly. As far as narrative goes around a campaign like that, I try to look at it as the PCs are already very powerful...they just don't know it yet...That 200 year-old elf wizard already has a basic idea of how to cast 7th+ level spells, he just hasn't had the need or opportunity...adventuring focuses his mind and unleashes that part of his brain. The 30 year-old human fighter is already a grizzled veteran but he hasn't adventured yet so it just takes a little time to shake off the scars and reveal the lessons he already learned through years of campaigning. So I encourage my players to not make PCs that are 16 yo kids just starting out but instead make them the character they think they will be at higher levels. But for homebrews, I just mentioned in another thread, I just pass game time the same as real time. With one or two weeks between game sessions and each adventure taking 2 or 3 game sessions, going from first to second level took my group three weeks. Then we took a week off so that's a month. Second to third will be paced about the same...so 2 months to get from 1st to 3rd level. Probably will slow down for 4th and 5th level and that is as far as this campaign will likely go so probably 6 months of game time for 1st to 5th level. Seems okay to me. Higher levels will be slower going if we start a new "chapter" of the campaign with these same characters. Maybe another full year or two to get to 10th level and I'll put a much bigger chunk of down time between. If you want it longer, make downtime increments in months or seasons or even 6 months or a year. So if a week of real life passes between adventures, a month or a season passes in game time. It is up to the DM how often opportunities for adventure present themselves and the players need to kind of play along with the idea that their characters are not able to just go from one adventure to the next with no downtime in between. They got s*&t to do...families, jobs, positions in their liege lord's court or whatever. I liken it to my time in the military...I was deployed for 8 months to a combat zone. Most of that time was incredibly boring. Uneventful "presence patrols", maintenance and guard duty with occasional very brief events that you could liken to an "adventure"...In 12 years in the military only one combat deployment... It is up to the DM to set that pace. [/QUOTE]
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