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Wandering Monsters: You Got Science in My Fantasy!
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<blockquote data-quote="Starfox" data-source="post: 6202938" data-attributes="member: 2303"><p>If the group tends top split up and go their own way, and are also accustomed to hardcore action (this is the impression I get), I propose making the villains more active, proactive even. Make it at least slightly dangerous to split up. If the players feel endangered, they usually focus on whatever is threatening them. Sure, this is a bit of a railroad, but you are goading them rather than leading them. They are reacting to a direct threat so it kind of makes sense. [At the same time, I know certain groups - like most of mine - would hate such "stressful" play, so only do it if you feel it is right] And if the role-play scenes (or any other kind of scene) are not to taste, just gloss them over. It is generally much easier to skip things than to flesh them out.</p><p></p><p>But unless you do very long sessions, a level every second session seems tight, even with a focused group that plows through adventures fast. How many sessions do you all want it to take in total? How many sessions does that leave for each adventure? If the figure seems unrealistically low, cut either scenes/sequences or whole adventures. The point is after all to have fun, not to do it "right", whatever that means.</p><p></p><p>I don't bother with xp any more, especially now that xp are out of magic item making. I just level the players either at the appropriate points in the plot or when I feel they are in danger of getting overwhelmed. Creates a different reward mechanic - plow through the plot if you want to level fast. Actually sort of 1E, only based on plot points rather than gold - the incentive to avoid trouble rather than face it down is still there.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6202938, member: 2303"] If the group tends top split up and go their own way, and are also accustomed to hardcore action (this is the impression I get), I propose making the villains more active, proactive even. Make it at least slightly dangerous to split up. If the players feel endangered, they usually focus on whatever is threatening them. Sure, this is a bit of a railroad, but you are goading them rather than leading them. They are reacting to a direct threat so it kind of makes sense. [At the same time, I know certain groups - like most of mine - would hate such "stressful" play, so only do it if you feel it is right] And if the role-play scenes (or any other kind of scene) are not to taste, just gloss them over. It is generally much easier to skip things than to flesh them out. But unless you do very long sessions, a level every second session seems tight, even with a focused group that plows through adventures fast. How many sessions do you all want it to take in total? How many sessions does that leave for each adventure? If the figure seems unrealistically low, cut either scenes/sequences or whole adventures. The point is after all to have fun, not to do it "right", whatever that means. I don't bother with xp any more, especially now that xp are out of magic item making. I just level the players either at the appropriate points in the plot or when I feel they are in danger of getting overwhelmed. Creates a different reward mechanic - plow through the plot if you want to level fast. Actually sort of 1E, only based on plot points rather than gold - the incentive to avoid trouble rather than face it down is still there. [/QUOTE]
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