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General Tabletop Discussion
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Session time and level advancement (ie, how many hours gametime for a level)
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<blockquote data-quote="MNblockhead" data-source="post: 7459544" data-attributes="member: 6796661"><p>My situation is very similar. I run a monthly game, each session lasting 8 hours (6-7 being actual play after subtracting time for lunch, late starts, breaks, etc.). In my first campaign, I started with XP, then changed to milestone leveling, and eventually ended with 1 level a session. That was a homebrew campaign. When I go back to homebrew, I plan to start with a type of milestone leveling that would be 1 level per session with the idea that the party comes together for some mission or quest, but have separate lives between sessions. So the next session doesn't start where the last left off, but instead years may have past. I like being able to get through 21 levels (I ported the DCC level-0 "funnel" concept into my home-brew 5e game) in two years of monthly play (planning for a few months when we have to skip). </p><p></p><p>I took a break from my homebrew campaign and am now playing Curse of Strahd. In this campaign, I use a slightly modified version of R. Padron's<em> A Structured Milestone System for Curse of Strahd </em>(available on the DM's Guild). I like it because it is more granular than the typical milestone approach and gives the players more agency over how and how quickly they level. Basically, it gives points for a variety of accomplishments, including finding items/NPCs foretold during the Tarokka reading, defeating major enemies, thwarting Strahds goals, finding magic items, moving the story forward, exploring different locations. You level up when you accumulate sufficient points. The number of points you need depends on your party size. I've found that it works very well and I plan to use a similar approach for any published campaign. It doesn't work as well for my homebrew, however, because that is not fully fleshed out when I start a campaign in my homebrew world. Instead, I design the next month's adventure based upon what happened in the last.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7459544, member: 6796661"] My situation is very similar. I run a monthly game, each session lasting 8 hours (6-7 being actual play after subtracting time for lunch, late starts, breaks, etc.). In my first campaign, I started with XP, then changed to milestone leveling, and eventually ended with 1 level a session. That was a homebrew campaign. When I go back to homebrew, I plan to start with a type of milestone leveling that would be 1 level per session with the idea that the party comes together for some mission or quest, but have separate lives between sessions. So the next session doesn't start where the last left off, but instead years may have past. I like being able to get through 21 levels (I ported the DCC level-0 "funnel" concept into my home-brew 5e game) in two years of monthly play (planning for a few months when we have to skip). I took a break from my homebrew campaign and am now playing Curse of Strahd. In this campaign, I use a slightly modified version of R. Padron's[I] A Structured Milestone System for Curse of Strahd [/I](available on the DM's Guild). I like it because it is more granular than the typical milestone approach and gives the players more agency over how and how quickly they level. Basically, it gives points for a variety of accomplishments, including finding items/NPCs foretold during the Tarokka reading, defeating major enemies, thwarting Strahds goals, finding magic items, moving the story forward, exploring different locations. You level up when you accumulate sufficient points. The number of points you need depends on your party size. I've found that it works very well and I plan to use a similar approach for any published campaign. It doesn't work as well for my homebrew, however, because that is not fully fleshed out when I start a campaign in my homebrew world. Instead, I design the next month's adventure based upon what happened in the last. [/QUOTE]
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