Time for a Gaming Poll! [gaming]
May. 8th, 2006 09:47 amThis is a question for my players. Other people are welcome to vote if you like, but your answers aren't likely to have much weight in my analysis. ;) Since the compostion of the gaming group is evolving, I like to get a feel for the group's opinion.
Levelling up in "the old days" of D&D used to take forever ... getting to 5th level took years, getting to 12th level took decades. With the advent of D&D 3.x, they deliberately sped up levelling to get you to "the good stuff" (e.g., beholders, adult dragons) sooner. The average first-level adventurer is half-way to second at the end of the first session, for instance.
The problem with that is, in D&D particular it gets hard to get into your character because they rapidly go from zero to demigod without a pause to breathe ... and for the GM it becomes a kind of arms race, constantly coming up with new, bigger challenges to fight the tricked-out heroes. I have several scenarios I had in mind for my main campaign that the characters have "levelled past" -- I can still run them, but I will have to pump up the opposition if it's going to be a challenge.
On the other hand, I kind of like the fact that faster-levelling means you don't end up fighting the same kobolds, goblins, and dire rats over and over again forever. I recently used my first mind flayer ever, and expect soon to use some even bigger, badder nasties. And from the point of view of a player, I have so many characters that I want to play, that I like the idea of campaigns having "rapid turnover."
So the question is, what do you think about this issue?
[Poll #724735]
-The Gneech
Levelling up in "the old days" of D&D used to take forever ... getting to 5th level took years, getting to 12th level took decades. With the advent of D&D 3.x, they deliberately sped up levelling to get you to "the good stuff" (e.g., beholders, adult dragons) sooner. The average first-level adventurer is half-way to second at the end of the first session, for instance.
The problem with that is, in D&D particular it gets hard to get into your character because they rapidly go from zero to demigod without a pause to breathe ... and for the GM it becomes a kind of arms race, constantly coming up with new, bigger challenges to fight the tricked-out heroes. I have several scenarios I had in mind for my main campaign that the characters have "levelled past" -- I can still run them, but I will have to pump up the opposition if it's going to be a challenge.
On the other hand, I kind of like the fact that faster-levelling means you don't end up fighting the same kobolds, goblins, and dire rats over and over again forever. I recently used my first mind flayer ever, and expect soon to use some even bigger, badder nasties. And from the point of view of a player, I have so many characters that I want to play, that I like the idea of campaigns having "rapid turnover."
So the question is, what do you think about this issue?
[Poll #724735]
-The Gneech
no subject
Date: 2006-05-08 02:23 pm (UTC)The other thing that I note is that many campaigns are very "kill" oriented. Now don't get me wrong, when I'm playing DND I usually am in the mood to hack and slash. Unfortunately, games where it's all hack and slash tend to quickly get boring. At the same time, if you're questing all the time, it gets pretty boring as well because you end up spending time on individual players and side tasks they're doing, making everyone else wait.
The one thing most DM's I've played with don't do is give much of a meaningful "completion" bonus to a campaign/quest, which doesn't encourage the players to look for more than just find something to kill. Minor side quest XP is the hallmark of MMORPGS and a very good way to round out your campaign, allow characters to level on more than just beating up every poor mob that comes its way, and may actually lead to *gasp* good roll playing!
Anyway, that's my 2 copper.
no subject
Date: 2006-05-08 05:43 pm (UTC)I've been thinking about that with D&D, actually. Since my players seem to be so keen on plot anyway, maybe I should start award XP based on "plot point completion" and toss out the "encounter level" model. I'll have to ponder this.
-The Gneech
no subject
Date: 2006-05-08 07:48 pm (UTC)In City of Heros, they use "contacts" and your relationship to your contact is based on how much work you do for him. Each contact is a complete story arc unto itself which may or may not affect events that happen to your character later. Each mission (or errand as the case is sometimes) your character completes, there's a mission bonus in addition to any you pick up in the mission. At the end of the story arc, there's usually a large end-of-arc bonus that's about 3x what a normal mission ending gives.
You might consider something like that. :)
Cheers
no subject
Date: 2006-05-08 02:25 pm (UTC)no subject
Date: 2006-05-08 05:07 pm (UTC)no subject
Date: 2006-05-08 05:06 pm (UTC)no subject
Date: 2006-05-08 07:49 pm (UTC)no subject
Date: 2006-05-08 07:00 pm (UTC)no subject
Date: 2006-05-08 07:06 pm (UTC)-The Gneech
no subject
Date: 2006-05-08 10:53 pm (UTC)no subject
Date: 2006-05-13 01:44 pm (UTC)no subject
Date: 2006-05-09 01:27 am (UTC)in most of the games i have played (D&D and others) the DM/GM gave out levels when we did something of great impact or had a life changing RP happen to our characters. over a two year Campaign our characters went for level one to 20.
no subject
Date: 2006-05-09 05:05 pm (UTC)