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Three Game Plot - Possible Solution to Address Games Petering Out
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 6247752" data-attributes="member: 32740"><p>I've been saying this sort of thing since before 3.5 came out. 3E was DESIGNED to progress your PC's at a fixed rate. Everyone's campaign followed that basic schedule of levelling every 13.5 encounters. But that wasn't so much the problem as the fact that they kept writing adventures that were the same length as they had always been in 1E/2E. Worse, there came the fad of the mega-dungeon. Now in previous editions you could get away with extreme dungeon crawls without reaching the end of your PC's adventuring life (at least in my own experience I had PC's go through TOEE and not even level up ONCE much less advance 20 levels). Module series and mega-dungeons were now effectively campaign settings because they covered a characters entire potential career - but they weren't really meant to be handled that way.</p><p></p><p>I started saying back then that given the new paradigm of the pace of advancement that adventure design had UTTERLY failed to adapt. I think that is largely still the case. People do NOT design adventures to fit the rule system they are using and it is leading to unsatisfying ends to campaigns. Back in the day we had campaigns that ran for YEARS before they faded out but because we had not built those campaigns upon the idea of finishing a particular story arc and because they ran for so long it didn't matter that they withered away - because we could actually get tired of them and want to start over anyway. It wasn't until this idea came along that D&D was about completing pre-determined stories that our characters had to be plugged into that it started to grow to a bigger problem. Now I'd say that probably started with Dragonlance but I personally didn't really see it become a pervasive issue until 3E. It seems to have persisted through 4E.</p><p></p><p>The modern expectation seems to be for VERY regular and often rapid character advancement. Module design and even campaign setting design has sitll not adapted to fit that. JMO</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 6247752, member: 32740"] I've been saying this sort of thing since before 3.5 came out. 3E was DESIGNED to progress your PC's at a fixed rate. Everyone's campaign followed that basic schedule of levelling every 13.5 encounters. But that wasn't so much the problem as the fact that they kept writing adventures that were the same length as they had always been in 1E/2E. Worse, there came the fad of the mega-dungeon. Now in previous editions you could get away with extreme dungeon crawls without reaching the end of your PC's adventuring life (at least in my own experience I had PC's go through TOEE and not even level up ONCE much less advance 20 levels). Module series and mega-dungeons were now effectively campaign settings because they covered a characters entire potential career - but they weren't really meant to be handled that way. I started saying back then that given the new paradigm of the pace of advancement that adventure design had UTTERLY failed to adapt. I think that is largely still the case. People do NOT design adventures to fit the rule system they are using and it is leading to unsatisfying ends to campaigns. Back in the day we had campaigns that ran for YEARS before they faded out but because we had not built those campaigns upon the idea of finishing a particular story arc and because they ran for so long it didn't matter that they withered away - because we could actually get tired of them and want to start over anyway. It wasn't until this idea came along that D&D was about completing pre-determined stories that our characters had to be plugged into that it started to grow to a bigger problem. Now I'd say that probably started with Dragonlance but I personally didn't really see it become a pervasive issue until 3E. It seems to have persisted through 4E. The modern expectation seems to be for VERY regular and often rapid character advancement. Module design and even campaign setting design has sitll not adapted to fit that. JMO [/QUOTE]
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