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<blockquote data-quote="Li Shenron" data-source="post: 2801528" data-attributes="member: 1465"><p>I have had the same thoughts on my mind for years. If players don't like downtime, you can just "fast forward" to the next adventure, but that does not mean that in-game time isn't passing.</p><p></p><p>You can make the fantasy world not so full of tombs and evil wizards, like a new one springing up every week. If adventurers go around and actively look for adventures without a day of pause, they end up travelling far for a very long time (and teleport wouldn't help much, as you'd still have to spend time searching for something to do), or they end up fighting wolves and giant spiders all the time - which after a while isn't worth any xp and can be "fast forwarded" as well.</p><p></p><p></p><p></p><p>I read something like this in the HR forum a few weeks ago. It's not a bad idea, but you really need to use this limit as a maximum, not as a fixed number. I mean, you can say that 1 level is the MAX level-up that any character can achieve in a year of life, but don't make it automatic... keep it so that the xp must still be earned.</p><p></p><p>This will mean that if you over-adventure, the excess xp is not gained. The treasure is still gained (but you can control the amount and make it less), but it becomes not so convenient to adventure every day, and PCs will probably start looking for other ways to spend their time: studying/training, building their homes or base, work and make themselves known in the community, etc... Things which don't need to be described fully if the players don't like it anyway.</p><p></p><p>If your players insist that their PC must be 20th level at 19yrs old, as a consolation think that they are going to die young <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2801528, member: 1465"] I have had the same thoughts on my mind for years. If players don't like downtime, you can just "fast forward" to the next adventure, but that does not mean that in-game time isn't passing. You can make the fantasy world not so full of tombs and evil wizards, like a new one springing up every week. If adventurers go around and actively look for adventures without a day of pause, they end up travelling far for a very long time (and teleport wouldn't help much, as you'd still have to spend time searching for something to do), or they end up fighting wolves and giant spiders all the time - which after a while isn't worth any xp and can be "fast forwarded" as well. I read something like this in the HR forum a few weeks ago. It's not a bad idea, but you really need to use this limit as a maximum, not as a fixed number. I mean, you can say that 1 level is the MAX level-up that any character can achieve in a year of life, but don't make it automatic... keep it so that the xp must still be earned. This will mean that if you over-adventure, the excess xp is not gained. The treasure is still gained (but you can control the amount and make it less), but it becomes not so convenient to adventure every day, and PCs will probably start looking for other ways to spend their time: studying/training, building their homes or base, work and make themselves known in the community, etc... Things which don't need to be described fully if the players don't like it anyway. If your players insist that their PC must be 20th level at 19yrs old, as a consolation think that they are going to die young :] [/QUOTE]
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