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<blockquote data-quote="Phlebas" data-source="post: 3162084" data-attributes="member: 23810"><p>When i started DM-ing my campaign, I played the first adventure (2 weeks game time, 2-3 months real time, ending up 4th level) as a prequel - bringing the teenage PC's together on a journey to their home town. I then had a break of 4 years game time before the now young adult PC's met up again and the adventure proper started - they didnt level up until after the adventure was finished either.</p><p></p><p>Since then I always try to have a few weeks to a few months of game time off after any major plot sequence (every other level) - it tends to allow a more relaxed leveling up and non-adventuring roleplaying (eg guild or temple politics). Players dont seem to complain since they have an opportunity to let me know what they want to do and i normally put out a newsletter with plot elements / flavour stuff after every break. </p><p></p><p>(The PC's hometown is a mediterranean climate, so although the winter can be a little rainy for enjoyable adventuring, high summer is just far too hot, so that also provided a natural break)</p><p></p><p>But the biggest reason for the breaks is to allow plots to develop, and so that PC's dont feel that they're running from fight to fight and dealing with an endless invastion of nasties. When that happens i want them to notice it.......</p><p></p><p>The fact these breaks may coincide with real life breaks (summer holidays, christmas, busy times at work) is just good planning on the Refs part <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>Bit of a ramble there - the simple answer is that although I dont have any hard and fast rules on game time, I've found that spacing adventures out with game down-time seems to help with plot and PC development, and I havent found a down side</p></blockquote><p></p>
[QUOTE="Phlebas, post: 3162084, member: 23810"] When i started DM-ing my campaign, I played the first adventure (2 weeks game time, 2-3 months real time, ending up 4th level) as a prequel - bringing the teenage PC's together on a journey to their home town. I then had a break of 4 years game time before the now young adult PC's met up again and the adventure proper started - they didnt level up until after the adventure was finished either. Since then I always try to have a few weeks to a few months of game time off after any major plot sequence (every other level) - it tends to allow a more relaxed leveling up and non-adventuring roleplaying (eg guild or temple politics). Players dont seem to complain since they have an opportunity to let me know what they want to do and i normally put out a newsletter with plot elements / flavour stuff after every break. (The PC's hometown is a mediterranean climate, so although the winter can be a little rainy for enjoyable adventuring, high summer is just far too hot, so that also provided a natural break) But the biggest reason for the breaks is to allow plots to develop, and so that PC's dont feel that they're running from fight to fight and dealing with an endless invastion of nasties. When that happens i want them to notice it....... The fact these breaks may coincide with real life breaks (summer holidays, christmas, busy times at work) is just good planning on the Refs part :-) Bit of a ramble there - the simple answer is that although I dont have any hard and fast rules on game time, I've found that spacing adventures out with game down-time seems to help with plot and PC development, and I havent found a down side [/QUOTE]
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