
NPC Dave |
Just got the latest issue, and finished perusing the letters section.
In the entry "Time is on My Side", the writer expresses concern about the general issue in D&D 3.5 campaigns of level progression, namely, the tendency of a campaign that takes place over the course of a year(in game or campaign time) to see characters go from level 1 flunkies to level 20 superpowers. As an example, this is the default expectations in the adventure paths of Dungeon magazine.
This is something I also dislike, although I accept what is mentioned elsewhere in the same letters column, namely that market research shows the average campaign(real time) lasts six months or so, at least a solid majority no longer than a year, and players expect to be able to cycle through much of a PCs potential abilities in that time frame, either finishing at mid-level or high level.
If this issue doesn't bother you at all, than you can probably skip the rest of this post.
Of course real time is not campaign time, and there is no reason a campaign has to only last a year in campaign time. One way to extend it is to simply extend the amount of downtime between adventures, which is what the writer suggests.
The magazine response does make a fair point that Savage Tide will take longer in campaign time to complete than previous adventure paths, with longer downtimes between adventures. It also says, "I don't think it's at all unbelievable to have an entire campaign go from 1st to 20th level in the span of a single game year(or less)". This is a fair opinion, and maybe it is even the majority opinion, with the letter writer and myself being in the minority.
But then the response goes off the mark(IMO) in the next two points. The first is that "downtime is boring." Well yes, this is true, but the writer was not suggesting that downtime should actually be played out on the tabletop, the point about downtime was that it can be any length of time, and a longer downtime can be handled offline just as easily as a short downtime. What the writer liked about longer downtime is that the PC can go through greater changes based on the background of what is happening during that downtime.
The second point is that in Lord of the Rings, you have some low level characters who can barely handle themselves in a fight who, over the course of about a year, go on to fight witch kings, battle ancient spiders, and save the world. Again I say this point does not address the complaint of the writer. The writer did not say that an epic campaign should take longer than a campaign year, or that you can't save the world in one year, the complaint was going from level 1 to level 20 in a year stretched credibility/suspension-of-disbelief in a way he did not like.
With that in mind, looking at Lord of the Rings once again, we see that the hobbits in the story do not go through such a progression, and if they had, the story would be quite different. Yes, Merry did fight the witch king and helped defeat it, but I don't think anyone would seriously argue he could have taken the witch king in a straight up fight. When I read Sam driving off Shelob I am not reading about a skilled warrior defeating the beast through strength of arms, but instead victory is achieved through surprise, a fair bit of luck, and an enemy that is not used to having its prey fight back. The world is saved by destroying the BBEG through indirect means, not with the hobbits carving a path through Mordor and putting the smack down on Sauron.
Some advancement certainly does happen, and that would be expected, but nothing as dramatic as a comparison between a level 1 and level 20 character would suggest.
So my point in bringing this all up is to provide some solutions that I have for this issue. Writing your own campaigns with a timeline you can be comfortable with is ideal, but we all don't have the luxury of that much free time, which is why we buy Dungeon Magazine.
My suggestions:
1) Rewrite just enough to increase the downtime between adventures, if possible.
2) Come up with a story reason for why the PCs are progressing so quickly, while most if not all NPCs around them are not. That they are prodigies or have a special destiny is one solution, but can get old if recycled. The best are unique occurences which can be fit into the story. For example, the hobbits drinking the ent potions in Lord of the Rings makes them stronger and taller. Another example from a series of computer games was a mid-level character being granted a wish from a djinni, and that wish is used to push the character beyond normal human limits in terms of skill and abilities.
3) Forget starting the adventure path at level 1. Run the players through some other adventures, and then start the PCs in the beginning of the adventure path at mid-level.
This last suggestion is what I will do if I every run Savage Tide. It does have the disadvantage of making the first few adventures a cakewalk, but it addresses something that I find to be a more nagging problem. One way around it might be to have only one or two PCs go through the first or second adventure, gradually bringing more in as the adventures increase in difficulty.

KnightErrantJR |

While I'm not quite ready yet to take a look at running the current adventure path, I did want to chime in and agree with you that I do beleive that there should be downtime and training between levels.
I also agree with you that training doesn't have to be boring. All I generally do wait for a break in the action, ask the PCs if there is anything they want to get done on top of their 8 hours of training a day, and then the next adventure will start after the needed time for training.
One of the things that might be a problem from time to time is that a character might get ahead of the rest of the party and gain a level when everyone else is just "close." My solution for this is to allow them to "pre train" for a level, although someone in the party must be legitimately training for a level, and you can't "pre train" any more then your next level. While it isn't perfect, its a bit of a concession to keeping the party "together."
One of the things that I think is funny about people being resistant to training rules is that I often hear people complain about longer lived races not being higher level then they are. If you add in training rules, and CR and experience, this all starts to make more sense. Only when the character is challenged to they still get XP, and they need to fight some staggeringly powerful creatures to be challenged. Then, in order to gain a level after gaining that XP, they have to spend nearly a whole year doing nothing by training for 8 hours a day.
For a campaign its not a big deal, since you can just advance the campaign a year, but from a "internal logic" point of view, it makes perfect sense, and it also explains that there may be characters that could be higher level, but they can't take a year off from their normal duties to train for a level.
You aren't alone, but I don't think that we two are in any kind of majority.

Thanis Kartaleon |

I've thought about this some, and here's one idea I had:
Somewhere (I think on the WotC boards), someone figured, with stats to back him up, that the average man-on-the-street can usually work his way up to about 8th level by retirement. The longer-lived races (esp. elves) obviously reach this goal a bit earlier (comparatively speaking) than the rest of us, but they don't get any higher (due to only facing CR 1/2 or CR 1 encounters on a month-to-month basis).
Now, if I could locate this writeup, I could implement level caps - For instance, say heroic humans and half-breeds could advance up to four levels per year, while dwarves and elves would lag behind at 2, with gnomes and halflings at 3. 8th level would be the maximum any race could achieve. Of course, there would be special ways to break this, realistically generous, "speed limit," which would involve lots of cool roleplaying. This would also mean that the villains the party faces would have more detailed backstories explaining how they became so powerful as well.
I don't see myself worrying about this in the near future, though; but if it comes to mind before I start another campaign I may bring it up and see what my players think.
TK

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If I came through as snarky, that was mostly an accident. The point I was trying to make in that letter was not only to stimulate responses with other letters or here online, but also to point out that the concept of lots of time passing in a campaign isn't something you see very often in prepublished adventrues.
Let me expand on my "downtime is boring" comment a little. During an adventure, in theory everyone at the table is involved in the game; the group is focused (be it on combat, or interacting with an NPC, piecing together clues, or whatever) and everyone's involved. Once you get to downtime between adventures, this isn't the case. The fighter isn't going to be interested in what spells the wizard is scribing into her spellbook. The barbarian doesn't care about the magic items the cleric is making. The paladin certainly doesn't want to be involved with the rogue tending to internal guild matters and politics. Everyone's doing something different, and since the DM can only handle one topic at a time, that means that while he's telling the rogue about his success and failure at instituting new policies in his guild, the rest of the group gets to sit there and wait paitently. Downtime might be fun for the DM 100% of the time, but in a group of four players, it's fun only for 25% of the group. I suppose that there are some players out there who remain captivated by other players' down-time stuff, but they're few and far between in my experience—they'd rather chat about World of Warcraft or Borat or YouTube or whatever. And I can't blame them.
Downtime, especially extended downtime, is best handled when the group's not gathered as a group. One-on-one sessions, email, IM chats, and phone calls are better ways to handle it, since you're not making the other 75% of your group sit and wait for their turn.
And by extension, in a pre-published campaign, it's generally best to focus on the part of the game where everyone is involved. And that means the adventure itself. In some cases, the adventure proceeds quickly, and you have PCs reaching 20th level in the space of a few months. In others, like Savage Tide, you'll be taking a lot longer. The third adventure takes 3 months (minimum) on its own, and there's opportunities between Adventures 5 and 6 for even more time to pass. With each Adventure Path we do, we get a little better at juggling the sense of urgency you need to keep a multi-part campaign going and keeping opportunities for down-time in there. Just because we don't take much time talking about the down-time doesn't mean it's not there.

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As for the speed at which characters level up... I'm of the opinion that it's too fast at low levels and two slow at high levels.
Currently, D&D is easiest (and most fun) to play at low and mid level, but you rocket through the first six levels due to the way the 3.5 XP charts work. Things slow down considerably when you reach high level, but that's the point the game gets really complex and there's not as much support, so it's more frustrating to spend more time at that end of the spectrum. Gaining levels more slowly might actually be a factor in that frustration.

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And finally: I don't feel that there SHOULD be a reason the PCs are progressing quickly. After all... the PCs should be the most important characters in the campaign. They're what the campaign follows; they're "onscreen" the most. They're the main characters. They're the ones destined to do amazing things, and probably the ones most likely to change the world. It's no fun being a player in a world where you're average and there's no real difference between your character and any other NPC in the game.

Thanis Kartaleon |

It's no fun being a player in a world where you're average and there's no real difference between your character and any other NPC in the game.
Not always. Admit it, you had fun playing one of the doomed guards at Blackwall Keep. :-)
Long term playing though, should definitely be with heroic PCs. But everyone* likes a good game of Cthulu (s.p.) or Paranoia once in a while.
*By everyone I really just mean those who are inclined toward these games, of course.

KnightErrantJR |

I understand what you are saying James, and once in a while it would be fine. I'll likely do that if I ever get around to running City of the Spider Queen (once I finish converting it). On the other hand, I think it kind of streaches the suspension of disbeleif that EVERY character that the PCs play in EVERY campaign are the next generation of "chosen ones" that can shoot up to 20th level in one year.
First off, the PCs will be special because most NPCs will have NPC classes. Even if by some miracle Bobo the guardsmen got 20 levels in one year, 20 levels of warrior with NPC weath standards wouldn't look that impressive next to Jimbob the Fighter when he reaches 20th level.
Secondly, being an adventurer has a lot of advantages. Not only are you likely to have better ability scores (i.e. most of the time PCs will come out better than even a character with "elite" arrays), but you usually, even if you have some responsibilities (like, you know, saving the world), you have more leeway than someone with a real job. How so? If you are a fighter and you want to take six months off to learn from the master swordsman that lives in the King's Forest, you can. If you are Sir Generic, leader of the Baron's Forces, and you want to take six months off to learn the secret arts of swordscraft, the Baron is likely to tell you what you can do with your nice stipend of gold if you decide to leave your post for half a year.
Its just my take on it, and I can understand arguements to the contratry, but its the way I structure things. You are correct in saying that when you aren't in a structured pre published environment, you can create gaps that allow for such time off more easily, and you are correct in saying that I do spend a lot of time e-mailing my players about their off time and their goals and the like so that its all in place and part of the "intermission" when we play next.
Just out of curiosity James, did you use training rules in any previous editions of the game, or have they always rubbed you the wrong way? Also, I was wondering what your opinion is on some of the newer game mechanics that have come down the pike. It seems to me that the "favored in guild," "guildmaster," "master," "apprentice," and the affiliation rules are all kind of supporting the more downtime-involved-in-off-screen-politics-kind of play style.

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Just figured I'd chime with a quick personal opinion here.
I would hate to see published downtime in adventures. Things like: the next adventure takes place 6 months later, or the PCs have 3 weeks to make this journey would really throw me off a particular adventure.
I know if/when my players want downtime. If no-one needs, we'll carry on, if they do, we'll find time for it. The pacing of the adventure paths is one of those things best left up to the DM, I would think. If you think that the party is leveling too quickly, cut some XP and add a side quest or two. The magazine probably simply does not have space for twice as many adventures, with half the encounters.
We're having a great time rocketing through the Age of Worms, simply playing at a break-neck pace. The next campaign I run, I will probably slow things down a bit, but for now, we're having a ball.

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James Jacobs wrote:It's no fun being a player in a world where you're average and there's no real difference between your character and any other NPC in the game.Not always. Admit it, you had fun playing one of the doomed guards at Blackwall Keep. :-)
Long term playing though, should definitely be with heroic PCs. But everyone* likes a good game of Cthulu (s.p.) or Paranoia once in a while.
*By everyone I really just mean those who are inclined toward these games, of course.
Playing the guards at Blackwall Keep was indeed fun. For one game. I'm not sure how fun it would be to play a 1st-through-20th level "you're a human warrior; no multiclassing" game, though.
Call of Cthulhu is also about extraordinary folk. They aren't nearly as superpowered as D&D heroes, of course, but they're certainly a cut above the rank and file mooks on the street.

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If it stretches disbelief to have a character go from 1st to 20th level in a year, you should by all means stretch that out in your campaign. It doesn't bother me in the slightest; there's plenty more about D&D that's even less believable. If I can accept giant spiders, dragons, monsters that eat rust, cubes of dangerous protoplasm, and magic spells, I can handle pretty much anything, I figure.
In a less-structured campaign, or perhaps one composed of six 3-part adventures, or 3 four part adventures, I can certainly see having months or even years between adventures. For a 1st-20th level adventure, it makes less sense.
As for training rules: I've never used them. They've always struck me as ridiculous. If you're spending days/weeks killing monsters in a dungeon... why would you have to go back to the city and practice sparring with your teacher to gain a level of fighter? What does that offer you that "real-world" experience doesn't?
That said, I am a HUGE fan of games where PCs do more than just dungeoncrawl. The section of the DMG II that dealt with guilds and businesses and master/apprentice and all that was one of my sections, and all of that stuff is great fun and cool and all that. And if you have a party where everyone's in the same guild or all apprenticed to the same wizard or so on, great! In my experience, when you have a half-orc barbarian, an elf cleric, a human rogue, and a halfling warlock all in one party, they tend to have different interests outside of the adventuring scene. Put another way: Downtime stuff is something that absolutely needs to be tailored to each PC, much more so than an adventure, and therefore it's something that we can't do in the magazine.
Still, you'll note that affiliations and NPC-PC relationships play a strong role in Savage Tide. It's not that the adventure paths don't support down time... it's just that down-time is something that happens when the adventure isn't.

KnightErrantJR |

Thanks for the detailed response James, I really do appreciate it, and sorry I didn't check on who wrote what when I mentioned those sections of the DMG II. I really do like those rules, and even in a relatively short summer campaign I ran in Skullport over the summer, they helped to tie the various PCs to their "home" organizations.
Also, I'm not advocating specifically putting in specific "X amount of downtime here" sections in the Adventure Paths. Even my planned out campaign for Age of Worms I can work in the amount of down time that I want pretty easily, with only a few tweaks here and there.
I know we aren't going to agree on this, but I can see how a martial artist, for example, will learn something from getting into fights, but he isn't going to learn new techniques or styles from constantly beating up on people. I will agree that the training rules aren't perfect, but then again, how perfectly can you represent anything in a fantasy game? I will let it go at that, because its just a different way of looking at a campaign, and I know that neither is "right" but they are just different styles of play.
Again, thanks for taking the time to give such details answers, I do appreciate it James (and beyond your work on Dungeon, the D&D products you have worked on have been pretty impresive as well).

Arcmagik |

I have always believed that the levels are gained through experience. You gain experience through defeating challenges that are increasingly hard.
They don't learn to survive and get stronger by wacking at some guy with a sword or by sparring with their masters, they learn to use their abilities in real situations and adjust themselves to it, because they have too, or they will die. And if your playing a really heroic campaign, the fate of the world is in their hands, they just can't die.
I try to keep downtime to a min because I usually have 6-8 players, meaning to figure out what each of them is doing will take awhile, this is the same reason I try to keep them from seperating as much as possible so that they aren't spending alot of time just sitting there bored, with that many players, combat can be boring from some as they wait for their turns to come around, and if one of them comes down quickly in a fight, even more so.
Thus, downtime of anytype for us is actually bad.

Sean Mahoney |

I truly feel that skipping out on down time is robbing players of a lot of chances for their characters to develop and be part of the world. I am certainly in agreement that this shouldn't necessarily be done "on camera" as it were, but that doesn't mean it shouldn't happen.
Looking at it a different way, is it not fun for people when they are introduced to one another and drawing on backgrounds during the initial adventure of the campaign? I know that is great fun for most players. Why should it be different for each new adventure? Their characters were out doing things, it doesn't need to be extensive, but it add life to the campaign, shows that the PCs have lives and interest beyond what they normally do. It gives an opportunity for their weaknesses to come through and it really gives an opportunity for the relationships to shine.
Imagine each adventure as a new movie and it won't seem odd that things happen between each, instead it is exciting when something drives one of them to get the group back together.
Anyway, it is just my feeling that by skipping it or simply not giving time for it you are missing on some good opportunities.
Sean Mahoney

KnightErrantJR |

To put it another way, I can buy that experience gains you some things. I could understand that perhaps more hit points, better BAB, better saves, more uses of an ability you already have, and more skill points in a skill you already have could all come from "on the job" training.
I just picture that the things you get from training would be things like new class features, higher level spells that you already have access to, new feats, and skills that you previously had no ranks in.
At any rate, I do get why people would skip this in their games, but at the same time, I also think its a part of the game that I enjoy and that has helped me plan out my campaigns in the past.

NPC Dave |
The way I handle training comes from an old Dragon magazine which modified 1E AD&D training rules, and it has worked for me pretty well ever since, even for players who don't like training between levels.
The idea is that everytime a PC gains some new ability or feat, or gained access to another level of magic, this required some training time. If not, then no training was required. In past editions of the game this meant for fighters when they pick up extra attacks per round, weapon specialization, and those Rules Cyclopedia maneuvers. For thieves it was backstabbing at the next multiplier, or picking up a new thief skill. Mages and clerics had to train when they could first study and use a new spell level. A simple increase in BAB(or THACO in the past) did not require training.
This keeps training from bogging players down every level, as well as addressing how they acquire new skills/abilities which they did not have in their last adventure(and thus could not practice), while also clarifying what the training is not doing, namely improving those skills and abilities the character has been using already. The PC already did that while adventuring.
For feats, I tend to keep this a little less strict, basically a feat that stacks onto a previous feat would not require training, while a feat that breaks new ground for a character would.