|Janice Piette Venture-Agent, Ohio—Columbus aka Cirithiel|
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I had a conversation with one of my players because I couldn’t fully understand the upset over this. We have never really used a lot of modules or APs locally for game days or conventions and I like the new style of chronicles personally (minus the errors). I do see from others here that there are some areas where this could cause some scheduling issues, but that is not my own experience.
He explained that the people it hurts the most are those (like him) who play online and prefer to “burn through” a few one hour runnings of the low level modules so they can start their characters at 3rd level.
No, you and your player are wrong. Why would you ask a random person why people are upset instead of reading what people here are saying they are upset about??
The people this is hurting are those that want something “special” to put on the schedule at conventions or occasional game days to draw in players for our events. This thread is filled with Venture Critters saying “This hurts my scheduling.”
If the problem is people speed running repeatable adventures — and don’t fool yourself to think it doesn’t happen with scenarios too — the answer is to not to stop giving correct* XP for modules, it’s to stop making them repeatable.
Other than a few modules that were written inappropriately short for the amount of XP given, modules generally give about 1 XP per hour. Emerald Spire is a perfect example of a module that gives too much XP for the time it takes to play each level. The very fact that these power-levelers you speak of used ES to do it only reinforces the fact that most modules did NOT over-award XP for the time spent. You are seeing the exception and making a rule.
When I scheduled modules for our local game days they were always done in 10-12 hour “slots.” At conventions, modules typically get 3 slots or 12-15 hours. And at the end you get one level. Exactly on target for 1XP per hour.
In fact, the 12XP currently being given for Plaguestone is significantly less than your 1XP per hour standard. It’s perfect length for each chapter to run in about 12 hours, with a bit of roleplay. All that is needed here is to do like the other 64 page modules have done: One sheet with 12 XP per chapter. If creating individual sheets is the problem, then make the sheets like quest sheets where you tick a box for every part played, and only get the keepsakes and boon(s) once you complete all parts. That is literally a few minutes additional work (to put checkboxes on the chronicle) than the current plan.
* I use the term “correct XP” to mean XP rewards as written in the adventure.