Radiating Gnome said:I am getting ready to end my current campaign, and start another, and one of the changes I'm making is to add rules for training time between levels. In my current campaign, which ran for three years of RL time and actually far less than that in game time, the players all managed to reach 18-19th level. They have become powerhouses practically overnight, and the world around them has not evolved much with them. This became especially problematic over the past year or so, when they became high enough level that they could get places without having to put in a lot of travel time.
-rg
This is the main reason why training or some sort of downtime is so important. IMC we play every other week and the campaign has progressed equally in both game time and real time. After about 18 months, the PC's are at levels 6-7. If training was eliminated, they would have spent maybe three months of game time getting to that level. The campaign world would essentially stand still in that case. There would be no way to introduce changes in the weather, for example. Training is also great to introduce RP with NPC mentors and contacts.
It is important to incorporate training rules for long wilderness journeys so civilization is not necessarily required. I just allow the PC's to train themselves at double the time it would take with a mentor. So far they have always used a mentor, but that option will be less available to them as they get to higher levels.
Training also introduces some strategic choices for PC development. The PC could spend a long time training and let the villains reinforce themselves, or spend ranks in untrained skills (which do not take time IMC) and get back to the dungeon quickly. You can also introduce a future timeline of large scale events in your campaign world, but allow the PC's to alter events if they find out about them beforehand. Now they may have to make sacrifices to their character development in order to save the world.