mamba
Legend
I feel like half the people here will tell them that that is an oxymoronWhich is why we should advocate for mandatory Enworld membership for all new DMs! This way, we could guide them towards high quality D&D play.
I feel like half the people here will tell them that that is an oxymoronWhich is why we should advocate for mandatory Enworld membership for all new DMs! This way, we could guide them towards high quality D&D play.
Whereas I find it exactly the reverse. Spending four+ sessions at level 1 in 5e is the most painfully boring experience I've ever had in TTRPGs. I'd rather never play at all than stretch that horrible slog out any longer.This is a good point; and slowing down the levelling rate is IMO a good idea no matter what else is involved.
That's not the acceleration wotc designed. They took a game where most groups are probably only going to get to about level ten or so give or take a couple & have it an advancement rate that tries to assure that within a year of regular sessions you can get an additional dozen or so levels give or take .Whereas I find it exactly the reverse. Spending four+ sessions at level 1 in 5e is the most painfully boring experience I've ever had in TTRPGs. I'd rather never play at all than stretch that horrible slog out any longer.
My personal problem with the AL adventures I’ve read and/or run is their structure is extremely restrictive.The AL seasons that go with the various published adventure books mimic this structure. They usually have two or three mini-arcs, each with its own "on-ramp," and are set in a limited location. Admittedly, the adventures vary widely in quality, but there are enough good ones to make the project worthwhile. It's kind of sad how neglected they are.
Yeah. When you're designing for a party of unknown composition, unknown needs and have to be finished in 3.5 hours (or less!), it gets very, very hard to design. The more freedom you give players, the more the DM has to prep (and length of adventure gets very erratic).My personal problem with the AL adventures I’ve read and/or run is their structure is extremely restrictive.
I find very odd the love of level 1 play that some people have. Or even level 0 play! I appreciate that it exists, but I don't want to spend a long time there.Whereas I find it exactly the reverse. Spending four+ sessions at level 1 in 5e is the most painfully boring experience I've ever had in TTRPGs. I'd rather never play at all than stretch that horrible slog out any longer.
Can't speak to 5e specifically, but IME low-level play in general can be a blast because players - not yet being too attached to their characters - will have them try the craziest things; which puts the entertainment value way beyond the high end of the charts.Whereas I find it exactly the reverse. Spending four+ sessions at level 1 in 5e is the most painfully boring experience I've ever had in TTRPGs. I'd rather never play at all than stretch that horrible slog out any longer.
They do vary widely in quality (as I said), but there are so many of them that I bet there are some you would like.My personal problem with the AL adventures I’ve read and/or run is their structure is extremely restrictive.
Which means the campaign is essentially over in well under a year, assuming weekly play. That's barely enough time to get nicely settled in.I find very odd the love of level 1 play that some people have. Or even level 0 play! I appreciate that it exists, but I don't want to spend a long time there.
The initial scheme that Wizards designed was basically:
1 session for levels 1 & 2,
2 sessions for each succeeding levels
(Although a few would take longer. Sessions being roughly 4 hours in length).
So, to reach level 20 takes 36 sessions or thereabouts. Except possibly longer.
Sure, but if you're running them at home, time isn't a factor. And if you're taking a sequence of 3 or so AL adventures to mimic an oldschool module, you can sometimes even make them a sandbox.Having players only complete half the adventure before time is called is NOT fun.