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Living Worlds
Living 4th Edition
Proposal: Adjustments to Time Experience
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<blockquote data-quote="Tenchuu" data-source="post: 5301292" data-attributes="member: 85539"><p>I don't think increasing the encounter experience as part of this change would help. There is definitely disparity, though I wouldn't call it fast pace and slow paced DMs. I think it's the group as a whole being fast or slow, and again, it's just luck. I've been DMing PBP games for a decade now, and no matter how in to it players are at the beginning, sometimes people loose interest, and sometimes people's personal lives demand their attention. But in almost all of those cases, it takes them a while to admit it to themselves and everyone else. And during that time, the game pace suffers. In a campaign, it almost always happens; it's just a matter of when. </p><p></p><p>By increasing encounter experience, I think it would make the problem worse. Say, for example, you had two games that started at the same time. One fast paced and one slow paced. The group level in the face paced game might be 6, while in the slow paced game it might be 4. In that span, the characters would have gotten the same time experience, so the difference in group level would be entirely encounter experience. If we doubled encounter experience, that gap would be roughly doubled as well.</p><p></p><p>I see increasing time experience as the fairest way to address slow leveling.</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5301292, member: 85539"] I don't think increasing the encounter experience as part of this change would help. There is definitely disparity, though I wouldn't call it fast pace and slow paced DMs. I think it's the group as a whole being fast or slow, and again, it's just luck. I've been DMing PBP games for a decade now, and no matter how in to it players are at the beginning, sometimes people loose interest, and sometimes people's personal lives demand their attention. But in almost all of those cases, it takes them a while to admit it to themselves and everyone else. And during that time, the game pace suffers. In a campaign, it almost always happens; it's just a matter of when. By increasing encounter experience, I think it would make the problem worse. Say, for example, you had two games that started at the same time. One fast paced and one slow paced. The group level in the face paced game might be 6, while in the slow paced game it might be 4. In that span, the characters would have gotten the same time experience, so the difference in group level would be entirely encounter experience. If we doubled encounter experience, that gap would be roughly doubled as well. I see increasing time experience as the fairest way to address slow leveling. [/QUOTE]
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