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Post by GRWelsh on Sept 25, 2023 11:58:02 GMT -5
What are your opinions on the appropriate level advancement rate? For example, let's say you are DMing for a group of players who regularly meet every other week. Assuming they all survive, what level do you think they should be after a year of real time play? And after two years? And then three years? Assume that all of the players are consistent in making it to at least 20 game sessions per year (it's to be expected a few are missed for holidays, vacation, family events, etc.), and each game session is an average of 4 hours long. An alternate way to answer this would be in XP amounts, e. g. average of 10,001 XP per player after 1 real year, 30,001 XP per player after 2 real years, 110,001 XP per player after 3 real years, etc.
In my current in-person campaign, the players have been at it for 2 years and 4 months of real time with one character death, and other than that the characters have an average of 25,000-30,000 XP each, which is less than what I would have anticipated at this point. I think I give out a decent amount of treasure and magic items, but I think an issue is that not every session is in a dungeon or scenario and players will sometimes have sessions that are more about role-playing, intrigue, etc. that simply don't have big XP payouts. I don't like to give out story award XPs or big treasure rewards for inferior challenges, so some sessions result in far fewer XP awards than others.
P. S. The in-game time period they have been adventuring has been from 15 Flocktime (May) to 12 Patchwall (October) in CY 575... So only about 5 months in the lives of the characters. Sometimes two or three game sessions happens on the same campaign date because I hit the 'pause button' between sessions (still in the dungeon exploring because they haven't taken damage or used many resources, unable to get back to town for some reason, in the middle of a dramatic situation, etc.).
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Post by Scott on Sept 25, 2023 12:22:13 GMT -5
My unhelpful answer is: It really depends. The ToEE, or any big dungeon, is kind of a fast track to advance. There's no real travel involved. The PCs can park pretty close to the dungeon and just bash away at it. If the DM doesn't throw side treks at them, a party could hit 8th-9th level pretty fast like that. But if you're doing a lot of travel and hitting a lot of smaller site based locations it could stretch it out. In addition to the travel there's more role playing as each new adventure unfolds and the party gets to know the new story and NPCs.
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Post by Scott on Sept 25, 2023 12:34:08 GMT -5
That's lower than what I would expect too. I would say after 2+ years something like 10th level or higher would be closer to expected. But I think what really matters is, are the players having fun? Ask them what they think. I think the amount of treasure the 1E rules expected PCs to get is probably much more than most people realize. At name level will the PCs have enough gold accumulated to build castles? In almost every campaign I've played in, or run, the answer would be no, but that's really what the rules expect to happen. And that's after all the monthly expenses and training costs the rules assume the PCs will be paying too. When I looked at it that way it really changed how much treasure I give out.
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Post by Scott on Sept 27, 2023 15:57:04 GMT -5
I was recently looking through the BECMI books, and, as usual, it makes me wonder how does anybody that plays the game like I do ever make it to those crazy levels? I remember an article I read when 3E was first published that included a study WotC did when developing the rules that said with older editions, the average was after six months PCs would be 9th level.
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Post by geneweigel on Sept 27, 2023 21:47:43 GMT -5
From DUNGEONS AND DRAGONS COMPANION SET - DUNGEON MASTERS COMPANION: BOOK 2 (1984) by Frank Mentzer page 2 :
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Post by GRWelsh on Sept 28, 2023 15:44:47 GMT -5
I wonder if Frank Mentzer is using 'adventure' interchangeably with 'game session.' In my experience, most adventures (modules) take more than one game session averaging 4 hours each. But let's say he means per game session. In my campaign we average 22 game sessions (game nights) per year since we probably miss an average of 4 per year due to holidays, family, vacations, etc. Since my campaign started we've probably had 55 game sessions. On Frank Mentzer's advice of characters going up a level every 3-5 adventures, my main characters should be in the 11th-18th level range! That seems high. Although, I think my current party's level range of 4th-6th seems low. 6th-8th would probably be about right. I'll have to up the treasure values going forward.
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Post by geneweigel on Sept 28, 2023 16:31:05 GMT -5
Here are some more Mentzer talk from POLYHEDRON #7 (NOV 1982) NOTES FROM THE DUNGEON MASTER (Also in this issue, Mentzer announced he will be stepping back from POLYHEDRON except for his various articles to "work with Gary" most likely on BECMI):
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Post by Scott on Sept 28, 2023 20:01:07 GMT -5
Frank is really on a different page sometimes. That’s a lot of work to get the players to level up when you want them to level up. It’s basically milestone leveling without admitting it’s milestone leveling.
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Post by geneweigel on Sept 29, 2023 8:37:50 GMT -5
In Dragon and Polyhedron, he admits here and there that he messed up and became carried away several times. So he has to be taken with a grain of salt. He was Gary's go to at TSR but with that hostile "Dragonlance" environs, and Frank's style, it seems he was let out of the creative cage on "ironing out" BECMI.
I remember purchasing BOOK OF MARVELOUS MAGIC (1985) and being seduced by Gary's name being on it (An omen of things to come.) because my brother was the BECMI guy. I had divorced that line after the disappointment of the Companion Set (1984) so to have this "sort of Gary" thing was confusing after my brother lauding Mentzer as superior all the time had me automatically shoot down Mentzer. I correlated Mentzer with Elmore's visuals thats why I generally dislike Larry's art. Gary liked Larry's art a lot, as he told me, but I just have to put that stuff away after a while as it ruins my "dungeon mood".
I've since relented on Mentzer bashing but I still can't get over Frank immediately after Gary left talking about Gary's wife. That just fucked up my brain.
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Post by GRWelsh on Sept 29, 2023 10:23:47 GMT -5
Ultimately it boils down to what you said, Scott, about whether the players are having fun or not. The DM can only "chart out" so much since it always comes back to player choices. Sometimes a DM leaves things out of his control, and that can result in low XP patches (e. g. if the players happen to focus on role-playing with NPCs in town, or happen to explore a part of the dungeon with a lot of empty rooms and not much treasure, etc.). Overall, though, I think one can plan based on general expectations. Gaining 2-3 levels per year of gaming as a minimum sounds reasonable.
For replacements we've always started at 1st or brought in an existing but lower level character. But Frank's suggestions are reasonable. I agree the replacement should not be the same level or higher as the character that expired.
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Post by Scott on Sept 29, 2023 11:49:09 GMT -5
Most of the players I know would not want to start above 1st level for a long term campaign character. In his later days, when he started DMing OD&D again, Gary had his players start at 2nd or 3rd level, and that would be fine, since that's where everybody started, and it effectively became the new 1st level, but if I was in a game where everybody worked their way up to 8th level from 1st, and then my PC got killed, I would not want to start at 5th level. I could never have the same kind of attachment to that PC. When I stock a dungeon, I am pretty detailed with the treasure, but I always include a few encounters with "gems" and after the party finds them I'll set the number and value based on how much experience I think the party should get based on how the session has gone.
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Post by GRWelsh on Sept 29, 2023 12:30:10 GMT -5
In my experience when you bring in a 1st level character with a party of high level characters at around 8th level, the newbie will hang out in the back of the party and soak up XP and go up roughly one level per session. In pretty short order he will stabilize at about a level below the others.
I've been trying a similar approach with treasure is that I'll either leave it vague or alter it based on what I think is appropriate. I tend to write a lot of my game notes in text with an ink pen and imagining the dungeon, and sometimes it doesn't get finalized until the actual Game Night with me setting out dungeon tiles and props.
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Post by grodog on Sept 30, 2023 11:03:52 GMT -5
In part, it depends on the number of players too. My paladin in the Monday game I play in only hit 8th level from 7th after 18 month of real-time weekly games. But that’s a large group, generally 10+ players/PCs.
We’ve had a few new players join our crew using 1st level PCs too, and thus far they have universally died—one hit from a fire giant or a bad roll for a hill giant boulder kills at that level….
Allan.
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Post by Scott on Sept 30, 2023 11:51:32 GMT -5
It's good to have backup PCs. Ideally I'd run my story/plot driven game, but also run a Greyhawk Dungeon game when time permits so players could have a backup character ready in the event the PC in the other game bites it.
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Post by GRWelsh on Oct 1, 2023 7:27:40 GMT -5
Yesterday I ran a game for the backup PCs since Randy couldn't make it. Every so often, when the main PCs are down a player and we want to pause until that player is back, we have the option to run a game with the secondary characters and get them some XP. It's also a fun change of pace. And I like them having characters they all know and would organically fit into the main party if needed.
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Post by geneweigel on Oct 1, 2023 8:09:43 GMT -5
From B2 THE KEEP ON THE BORDERLANDS (1980):
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