SableWyvern
Cruel Despot
In Ars Magica, stay-at-homes level faster.In my games, stay-at-homes level slower, but they can and do level.
They just don't get to have as much fun.
In Ars Magica, stay-at-homes level faster.In my games, stay-at-homes level slower, but they can and do level.
The problem is, there's no good means to measure who is actually running what and how.In terms of how big a problem it is, how many people run the sort of games that would make it so is absolutely relevant, and its not like there's not a fair bit of evidence that multiyear campaigns are not common, if they ever were.
Depends. If the PCs are the only ones who know about a particular threat to the setting, maybe there is a risk if they fail. Or maybe not.If the PC's aren't special, and there's always other adventurers out there to handle things, is their any real risk to the setting if they fail?
I can see why you'd ask this question, because most of the official published adventures have the PCs saving the world/setting/multiverse. I have a couple thoughts on it:
This is very much like the question of "why can't the king just send his knights and wizard to fix the problem?" These adventurers are the ones here to fix the problem now; there might be other adventurers, but they're busy with their own paths.. maybe, even, the ones that were in the area already failed elsewhere.
But to the question... why does every adventure have to risk the setting? Why can't the stakes be more personal, not world-threatening? Fafhrd and the Grey Mouser are tasked with retrieving Death's cloak by some wizards. If they failed... well, the wizards just wouldn't have the cloak they wanted. The highest stakes I can recall were Fafhrd and the Grey Mouser unintentionally saving Lankhmar's nobility from a murderous cult. If the cult had succeeded.. well, there'd probably be some time of unrest, and then a new order would set in. But failure doesn't have to equal the end of the world.
Now, as I say this, I have run plenty of DnD adventures. They often involve the PCs saving things of consequence.. so if you're gonna be running those adventures, fall back on the first reply: the party are the ones that are here to handle things. The other adventurers/minor deities/elminsters aren't available.
The problem is, there's no good means to measure who is actually running what and how.
I just don't see the point of framing these discussions in terms of how popular one style or technique or game or whatever is.
It seems to always be used in response to someone stating their opinion about something, and to me it really reads like the more popular something is, the more important or valuable or worth talking about it is.
In A Wicked Age?game systems that both allow for some significant advancement and can handle non-linear presentations like Howard, Leiber, and Moorcock? Now there’s a design challenge.
I know the name, but nothing about it.In A Wicked Age?
If by a few years back you mean 1999, yes they did; and they threw out all responses from the demographic most likely to be in and-or run longer campaigns.WOTC at least did a survey question on it at one point. You can argue its methodology, of course, but the general indicator was the vast majority of campaigns lasted less than two years of weekly sessions. Might have been a few years back at this point, but its hard to see a reason for long campaigns to have gotten more common in the last few years.