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Would you play a D&D campaign without leveling?
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<blockquote data-quote="Lanefan" data-source="post: 7500355" data-attributes="member: 29398"><p>While I'm not at all enamoured with 3-4-5e-style fast levelling - a level a year is fine with me - I'd probably be a little bit 'meh' toward a long-term game (as in, more than a year or two) where we never levelled at all.</p><p></p><p>That said, I can think of some ideas to make it work:</p><p>- - have each player rotate characters in and out of parties now and then so as to a) avoid getting bored with always playing the same character and b) avoid getting bored with always running with the same companions. Side benefit: a rotated-out character doesn't have to worry about falling behind in level!</p><p>- - use things like magic items to in a small way replicate advancement, either by having the items themselves slowly improve over time or by placing more powerful items in later adventures</p><p>- - find or make or somehow determine a long or open-ended story that grabs the players' interest and more or less subtly railroad them* through it; the hard part here is finding or generating a good enough story in the first place</p><p>- - make the primary focus something like courtly intrigue where game-mechanical power level - in particular combat level - doesn't matter as much to the run of play. Birthright, anyone?</p><p>- - in concert with the above, make the character's place in society its own form of advancement: nobody ==> citizen ==> celebrity ==> noble or politician or courtier ==> ruler, for example</p><p></p><p>* - I'm fully expecting to catch hell for daring to suggest this <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7500355, member: 29398"] While I'm not at all enamoured with 3-4-5e-style fast levelling - a level a year is fine with me - I'd probably be a little bit 'meh' toward a long-term game (as in, more than a year or two) where we never levelled at all. That said, I can think of some ideas to make it work: - - have each player rotate characters in and out of parties now and then so as to a) avoid getting bored with always playing the same character and b) avoid getting bored with always running with the same companions. Side benefit: a rotated-out character doesn't have to worry about falling behind in level! - - use things like magic items to in a small way replicate advancement, either by having the items themselves slowly improve over time or by placing more powerful items in later adventures - - find or make or somehow determine a long or open-ended story that grabs the players' interest and more or less subtly railroad them* through it; the hard part here is finding or generating a good enough story in the first place - - make the primary focus something like courtly intrigue where game-mechanical power level - in particular combat level - doesn't matter as much to the run of play. Birthright, anyone? - - in concert with the above, make the character's place in society its own form of advancement: nobody ==> citizen ==> celebrity ==> noble or politician or courtier ==> ruler, for example * - I'm fully expecting to catch hell for daring to suggest this :) [/QUOTE]
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