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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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<blockquote data-quote="D'karr" data-source="post: 6285222" data-attributes="member: 336"><p>Most of the times that I've seen DMs use an unsatisfying "slow" advancement pace (slow is a relative measure) it has usually boiled down to 2 main issues:</p><p></p><ul> <li data-xf-list-type="ul">The "story" they are trying to play out only works with a campaign climax at X level.</li> <li data-xf-list-type="ul">They are either not familiar, or uncomfortable with running higher level games.</li> </ul><p></p><p>There has only been one satisfying "slow" advancement campaign that I've played in. It worked out that way because the DM specifically was not making it slow to "take time and smell the roses". Every game session in that campaign was very exciting because the DM had a great sense of pacing.</p><p></p><p>There is indeed a "sweet spot" to some versions of D&D. Where playing outside that "sweet spot" is either worthless, or painful on either the DM or player side of the screen. A DM that tries to keep play at those levels is sometimes trying to artificially extend the playability of that "sweet spot".</p><p></p><p>When I was much younger I had a lot more time to game. Back then I didn't really care that I'd never reach name level, that we always started at first level, or that my character would die 3 ways til Sunday because I had 4 HP. Nowadays my time is rather limited, and therefore much more valuable to me. I have less patience when it comes to getting to the good parts, and a "smell the roses" campaing is definitely not something I'd enjoy. Gaming should not be drudgery, and nowadays I find artificially slow advancement quite annoying.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6285222, member: 336"] Most of the times that I've seen DMs use an unsatisfying "slow" advancement pace (slow is a relative measure) it has usually boiled down to 2 main issues: [LIST] [*]The "story" they are trying to play out only works with a campaign climax at X level. [*]They are either not familiar, or uncomfortable with running higher level games. [/LIST] There has only been one satisfying "slow" advancement campaign that I've played in. It worked out that way because the DM specifically was not making it slow to "take time and smell the roses". Every game session in that campaign was very exciting because the DM had a great sense of pacing. There is indeed a "sweet spot" to some versions of D&D. Where playing outside that "sweet spot" is either worthless, or painful on either the DM or player side of the screen. A DM that tries to keep play at those levels is sometimes trying to artificially extend the playability of that "sweet spot". When I was much younger I had a lot more time to game. Back then I didn't really care that I'd never reach name level, that we always started at first level, or that my character would die 3 ways til Sunday because I had 4 HP. Nowadays my time is rather limited, and therefore much more valuable to me. I have less patience when it comes to getting to the good parts, and a "smell the roses" campaing is definitely not something I'd enjoy. Gaming should not be drudgery, and nowadays I find artificially slow advancement quite annoying. [/QUOTE]
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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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