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Slow Advancement Rocks
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<blockquote data-quote="Evilhalfling" data-source="post: 5264289" data-attributes="member: 16991"><p>Im glad I read this thread, despite the tangent. I just started a 4e campaign, (3rd session coming up) and slowing advancement would really help me. The PCs hit level 2 in the middle of the second session, mostly because they went past what I had planned and I gained 20min to write up the next part of the adventure, while they leveled. The previous campaign I ran played twice a month, and leveling every 2 sessions was a good pace, most of the plotline I was aiming for was mid-heroic at least. </p><p></p><p>This campaign has a lot of low-heroic to explore, and so dropping advancement to 3-4 sessions would give us more time. It would also reduce the frantic pace of magic item discovery. I have to place 5 approprite magic items (6 players) in 10 encounters? BLEH. The previous campaign had 3-4 players so placing magic items was less of a burden. It doesn't help that I dislike pointless or non-challanging fights, so that most combats are at level +2 to +4 difficulty. </p><p></p><p>As to the definition of campaign, rarely do PCs move from one storyline to another, piecemeal. So when all characters are dropped, and we start over at low level its a new campaign. Once an older charater jumped into a new group when they caught up to his level, and I played 1 continuined campaign where we picked up a year later with the same basic group. </p><p></p><p>I use persistant homebrew worlds, advancing the timeline 5-75 years with each new campaign. I also switch locations, or contients so that continuing players have new areas to explore, and new people to meet. What is preserved is the history, the religions, and maps. It save a huge amount of work that goes into a new game up-front. </p><p>My 3/3.5 world lasted 8 years and had 6 campaigns, + 1 continuation. Like others only the continued game went past level 11. high level 3rd was just not as fun as the lower level game.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 5264289, member: 16991"] Im glad I read this thread, despite the tangent. I just started a 4e campaign, (3rd session coming up) and slowing advancement would really help me. The PCs hit level 2 in the middle of the second session, mostly because they went past what I had planned and I gained 20min to write up the next part of the adventure, while they leveled. The previous campaign I ran played twice a month, and leveling every 2 sessions was a good pace, most of the plotline I was aiming for was mid-heroic at least. This campaign has a lot of low-heroic to explore, and so dropping advancement to 3-4 sessions would give us more time. It would also reduce the frantic pace of magic item discovery. I have to place 5 approprite magic items (6 players) in 10 encounters? BLEH. The previous campaign had 3-4 players so placing magic items was less of a burden. It doesn't help that I dislike pointless or non-challanging fights, so that most combats are at level +2 to +4 difficulty. As to the definition of campaign, rarely do PCs move from one storyline to another, piecemeal. So when all characters are dropped, and we start over at low level its a new campaign. Once an older charater jumped into a new group when they caught up to his level, and I played 1 continuined campaign where we picked up a year later with the same basic group. I use persistant homebrew worlds, advancing the timeline 5-75 years with each new campaign. I also switch locations, or contients so that continuing players have new areas to explore, and new people to meet. What is preserved is the history, the religions, and maps. It save a huge amount of work that goes into a new game up-front. My 3/3.5 world lasted 8 years and had 6 campaigns, + 1 continuation. Like others only the continued game went past level 11. high level 3rd was just not as fun as the lower level game. [/QUOTE]
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