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General Tabletop Discussion
*Pathfinder & Starfinder
Long Adventures and Levelling. etc.?
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<blockquote data-quote="howandwhy99" data-source="post: 6136592" data-attributes="member: 3192"><p>So much of this depends on playstyle really. Some folks are going to want an adventure path to follow and sticking to that allows them to learn the story. If there is no downtime in these types of adventures you as DM should include when it happens. Extend the timelines of the adventure to fit what the game needs in terms of time for each level of advancement. Include other costs like gold, acquiring appropriate items, finding a trainer if necessary, a safe and secure location, recruiting more powerful allies, and so on. </p><p></p><p>Others will want to take a more hands on and personally involved approach in determining what happens and when. In these games how much down time occurs is largely up to them. It isn't about how much time is needed, but how much the players desire. Issues of suspension of disbelief can be handled by the players directly. If they feel the adventure should take have longer or shorter length, then they can work out amongst themselves what that will be.</p><p></p><p>A more sandbox and game-focused approach is going to include the players playing against the clock. And in a scenario generated adventure that means that clock is alterable, but it's also harder to judge an average length beforehand. The simplest method is to gauge how many PCs there are, their class XP level requirements, and compare that to the quantity of class level challenges in adventure areas. If the adventure is meant to consist of the whole of a level or more, than it will have quite a lot of material. As the players alter and, for their sake, weaken the opposition the generated timelines for each session are likely to show the adventure taking longer for the NPCs to succeed. This allows the PCs more flexibility for their efforts, but still not totally dictate the time requirements of the NPCs. </p><p></p><p>In any case, make sure you include all of the material in the world the players will need to seek out advancement between adventures. That means treasure troves and higher level NPCs to ally with train them as well as safe areas they can trust to relax and restore themselves.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6136592, member: 3192"] So much of this depends on playstyle really. Some folks are going to want an adventure path to follow and sticking to that allows them to learn the story. If there is no downtime in these types of adventures you as DM should include when it happens. Extend the timelines of the adventure to fit what the game needs in terms of time for each level of advancement. Include other costs like gold, acquiring appropriate items, finding a trainer if necessary, a safe and secure location, recruiting more powerful allies, and so on. Others will want to take a more hands on and personally involved approach in determining what happens and when. In these games how much down time occurs is largely up to them. It isn't about how much time is needed, but how much the players desire. Issues of suspension of disbelief can be handled by the players directly. If they feel the adventure should take have longer or shorter length, then they can work out amongst themselves what that will be. A more sandbox and game-focused approach is going to include the players playing against the clock. And in a scenario generated adventure that means that clock is alterable, but it's also harder to judge an average length beforehand. The simplest method is to gauge how many PCs there are, their class XP level requirements, and compare that to the quantity of class level challenges in adventure areas. If the adventure is meant to consist of the whole of a level or more, than it will have quite a lot of material. As the players alter and, for their sake, weaken the opposition the generated timelines for each session are likely to show the adventure taking longer for the NPCs to succeed. This allows the PCs more flexibility for their efforts, but still not totally dictate the time requirements of the NPCs. In any case, make sure you include all of the material in the world the players will need to seek out advancement between adventures. That means treasure troves and higher level NPCs to ally with train them as well as safe areas they can trust to relax and restore themselves. [/QUOTE]
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