"Campaigns end before then" finally ready to not be "true"?


Pathfinder Second Edition General Discussion

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For a very long time now, basically since I first started finding online spaces to discuss TTRPGs in, I've seen a lot of people state that campaigns only ever reach a particular level before they end. While what level was being mentioned has differed a bit from version to version, it's always been a significantly lower level than the books presented as the play range.

I've had my own difficulties with some games, and heard lots of explanations for why each version falters at getting to the presented pinnacle of progression - but generally speaking I've had a lot less difficulty (or maybe I just had a higher tolerance for particular difficulties at the time) than most people seem to report.

Whether it was "it genuinely takes too much real-time to get past level 12 or so" in AD&D 2nd or Rules Cyclopedia/BECM D&D (which I overcame by using the optional XP rules in the books themselves, which greatly sped up progress), or the "the math gets wonky around 10-13" of 3.X (which I experienced harshly, even though once I managed a campaign that made it to 57th level... and ended with Tiamat getting 1-round-killed by a single character even after I boosted her stats some) there were reasons that could be pointed to that explain why people - even if they wanted a campaign to go "all the way" - would consistently fall short of the goal. But those reasons have been deliberately addressed by modern game designs...

And yet I still see people state it as irrefutable fact that campaigns just don't go all the way. With D&D 5th edition, the system math was deliberately built to try and facilitate high-level play working better than it had before, and yet when surveys went out the info collected said that people wanted to play higher level than just ending around 12-13, but then when asked after the game had been out long enough for campaigns to have gone the distance a time or two over, the info said campaigns still end around 12-13... and as for answers why, most discussion I could find were basically along the lines of "that's just when campaigns end" without any reason - just the circle of logic that campaigns end at that point because that's when campaigns end.

I've also seen this kind of statement pop up in discussion about PF2 - not in the sense of "my campaigns have been ending at that point" but rather in a sense of "no campaign can go past that point". What I wonder, and hope to learn with this thread, is whether others are ready like I am to have the end of the campaign finally line up to the end of presented progression materials.

So thanks for reading all of that, and tell me: Are you, or are you not, ready for it to be "typical" for a campaign to actually get to 20th level instead of ending at something like 10th-13th level?


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Well, so far, all PF2 adventure paths have gone to 20th level, and we only have two announced that don't go from 1 to 20 (and both of them are half the normal length, and if you somehow combined them they would).

I personally can't imagine my current homebrew campaign finishing before level 20. Like, to the point where I was considering homebrewing some mythic levels stuff because I wasn't sure if so could fit it all. And with how the math scales, I can't imagine it being that much harder to run at those levels.

We'll be getting to level 7 tonight, so we still have a ways to go, but this group is consistent enough that I believe the only thing that would stop us is a TPK.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I think games that are shorter are always going to be more common simply because the further you go the longer you have to hold the group, and everyone's interest together.

But it should be more likely because the game now functions at high level, so the complete "high level build considerations are a joke" attitude should die off.

Imo the solution to this is starting characters at higher level, or formatting your games such that characters from old games who didn't go all the way up can make a return for a high level story arc.


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Unlike previous iterations, PF2 combat does not become significantly more complex with each round taking longer in terms of real time to conclude.

I feel like at whatever point your campaign stops, you should at least give the party time to play with the fun toys they just got in their ultimate level up.


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Pathfinder Rulebook Subscriber

Age of Ashes worked all the way up to level 20 in a way I haven't seen before - in a way that makes me confident 2E games are way less likely to go sideways than my experience tells me PF1E and DnD 5E games do.

And when we got to the end of Age of Ashes, no one was feeling like it had really overstayed its welcome, or they hadn't gotten a chance to play their character much at the top end.

2e feels great thus far for both having all levels be meaningful, and for having a sense of progression throughout - and avoiding that "critical mass" pitfall where partys and monsters develop to the point that the only roll that matters is initiative.


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Even when the math of the game is perfect there will always be the problem of time and IRL problems.

Things like: Not being able to meet often enough; Losing player interest; Players/GMs having a falling out; IRL situation being difficult; IRL not having enough time; Or even just having problems setting up a stable schedule.

There really are a lot of reason why high level campaigns dont happens besides the game balance.

********************

P.S. on games that are not balanced it is often the case that a GM can control things such that they work out relatively fine. The problem is that depending on the system and why its unbalanced it can be very difficult to implement the solution.

Ex: In PF2 its very easy to increase the damage or health. But increasing accuracy or defenses is very difficult.


I get that some campaigns end because of the real-life scheduling not working out... but I don't get how people have treated as a complete inevitability that a campaign will have someone lose interest, or move away, or have a falling out between some group members or whatever before it could finish.

For example, I was running Age of Ashes and shortly after getting into book 2 feelings I'd had building up for years at that point of being taken for granted by the people I was running games for came to a head during a post-session conversation about what went down during the session and how it bothered me, and that resulted in my dissolving the group - but that experience, and all the ones like it I've ever had, do not sway my opinion about whether or not "campaigns end before that level" is true.

Some people aren't really your friends, sure. Gaming groups don't all last forever, definitely - but campaigns basically never reach high level? Nah, that conclusion doesn't follow from this.

Shadow Lodge

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In my experience, campaigns end before then has absolutely nothing to do with the rules of the game and all to do with the fact that getting there takes a long time.

Campaigns end before then because the GM wrote his own story and writing content for 20 levels is way more time and work then he was able to invest. Campaigns end before then because the GM is tired and someone else wants to take a turn running. Campaigns end before then because 2 years is a long time to get a group of people to commit to playing the same game every week and sometimes things just fall apart. Campaigns end before then because a worldwide pandemic breaks out.

I've played through a lot of different campaigns (in a lot of different rpg rule systems) some short others that spanned years. They either ended because of real life issues, or because the story wrapped up. None of them ended because the rules didn't work well.


thenobledrake wrote:
I get that some campaigns end because of the real-life scheduling not working out... but I don't get how people have treated as a complete inevitability that a campaign will have someone lose interest, or move away, or have a falling out between some group members or whatever before it could finish.

As a GM there's two major points in any Paizo AP where my interest wanes the most for the entire campaign: Book 4, and as the players enter book 6. Book 4 is because the end is in sight now, but this is the point in the AP where you usually are doing something tangential to the plot and it feels like filler. And as the Players enter book six because I'm likely done with all the prep for the campaign and I've already started prepping the next one, so most of the rest of the campaign feels perfunctory. (This is only as the GM, because the players haven't spent the entire campaign reading and rereading these stat blocks and prepping these NPCs)

But overall, I've never subscribed to the notion that level 12-13 is a good natural ending point. That's 7th level spells at best. I want to play the story to its ending point, whatever level that takes us to. I suppose the most difficult part will always be finding a cohesive story that can handle starting at level 1 and ending at level-Sufficiently-High-to-be-Cool.


Thats the other thing.

Not all campaigns require 20 levels of play. Some campaigns are short and can be completed in 10. Some can be completed in 15. Its incredibly rare to find a campaign that goes past level 20, usually those are more "we just defeated the ultimate evil, lets have some fun".


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Temperans wrote:

Thats the other thing.

Not all campaigns require 20 levels of play. Some campaigns are short and can be completed in 10. Some can be completed in 15. Its incredibly rare to find a campaign that goes past level 20, usually those are more "we just defeated the ultimate evil, lets have some fun".

But that's another "not all campaigns reach 20th" - which is not the "no campaigns reach 20th" statement that I'm talking about people saying.

People aren't saying "I don't play those levels" - they are saying "No one plays those levels"

I know that campaigns aren't going to stop ending before 20th for any reason - I'm trying to gauge if we're finally at the end of the era of people that hear about a campaign actually expecting to get to 20th responding with "that doesn't happen."


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gnoams wrote:
...and someone else wants to take a turn running.

Where is this majestic land, and how much do I have to pay for a ticket to enter?

gnoams wrote:
2 years is a long time to get a group of people to commit to playing the same game every week and sometimes things just fall apart.

that's roughly twice the length of time that my longest of campaigns have taken. Is that 4 hour sessions (like I run) or what?

gnoams wrote:
...or because the story wrapped up. None of them ended because the rules didn't work well.

In the 3.5 era, especially after my campaign that managed to get into ridiculously high epic-level range (over the course of like 9 months, but we could regularly play for like 10 hours a week back then) I started to plan campaigns so that the story would naturally wrap up at roughly level 12, so they were indirectly ending at that point because of the rules. Do you think that might have been true of some of the campaigns you've experience? If so, do you think that same thing is likely to happen with PF2 based on what you know of the game so far?

Kasoh wrote:
...as the Players enter book six because I'm likely done with all the prep for the campaign and I've already started prepping the next one, so most of the rest of the campaign feels perfunctory.

I can get that way too, getting distracted by some shiny new idea to the point that finishing up what I'm already in the middle of becomes a thing that I am kind of forcing myself to do...

It's at it's worst when I've been running the same system for a prolonged period of time and a new and completely unrelated game system rleases. Such as when Shadowrun 6th edition launched without me realizing it was on the way and all 3 campaigns I had running at the time got canceled so I could run that for a while and by the time I was done with the story I was running with that I had zero interest in going back to what I'd been running before hand.

Exalted 3rd edition also "killed" a couple of D&D campaigns I had going when it released.

Shadow Lodge

Longest campaign I ever ran was a D&D 3.5 game that lasted 3 and a half years. My players were level 17 or 18 when it ended. We were young and loved how borked the rules were. I would make the most ridiculous bs npcs to challenge my ridiculously op players. I was that killer gm who ran the super hard game. We played at a local game store. Three of the players were the same the whole way through, a lot of others came and went over the years, and we always had a list of other people wanting to join. Good memories. That game ended because I moved away to go to college.

I have two different groups of friends I game with now. One group with whom I've played several APs, and it's been taking us around 2 years to finish an entire AP. The other group we play mostly homebrew. The homebrew campaigns usually end by level 6-12, but I think that has more to do with the fact that it's a lot of work to run a homebrew and so we write shorter campaigns then APs are. Both groups we play weekly 4-6 hour sessions.

I don't really expect pf2 to change anything. The only way to have games go to level 20 for me would be to have the players level faster, which I don't think would be appreciated. These days we're more about the story and less about the fighting than we used to be, and we like to take our time getting there.

Liberty's Edge

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I don't think I've ever held that as an article of faith, nor do I know anyone who has, so I'm not sure whether anything's really changed. I've never actually played in a 1-20 campaign as either player or GM, but I have every intention of doing so in Age of Ashes (about to end book 3) and Agents of Edgewatch (the next one after we finish AoA), and I've played in two 1st ed APs that went the distance (level 16-17, as is normal for 1E APs) with another one already at level 12 in book 5. I've had several others not make it that far as well, of course, but that just means it's not easy, not that it doesn't happen.


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I mean, purely statistically, someone is going to have a life situation and drop out the longer a campaign runs.

At some point in a life, maybe someone can run a 36 hour marathon every weekend from Saturday morning to Sunday night and knock off an AP in a month.

But at other points, even at the point where someone can (and wants to) put in 4 hours a week - which is a lot for some people - it's going to be a year where the same 5 people need to be free on the same days.

It's 240 hours from level 1 to 20 - a multi-year commitment for the median player.

This isn't even considering in-game reasons that people may want to quit, like the GM wanting to play, or people losing interest if their favorite character dies.

I think it's great that Paizo makes adventures from 1-20, not because I think the median player is actually going to play from 1 to 20, but that if they want, they can pick a block of 4 consecutive levels to play for a few months.


I dont think any group starts with the idea that they will just stop at 12. The only exception are things like PFS where there really isn't a "campaign" but a series of modules.


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Temperans wrote:
I dont think any group starts with the idea that they will just stop at 12.

I would think that is generally true, too... which is how I get confused by exchanges like the one that sparked me starting this thread in which someone is talking about a higher-level option in the game and someone else replies "campaigns don't go that high"

Watery Soup wrote:
It's 240 hours from level 1 to 20

Is it? That's probably just one of those things where looking at the number in that way makes it seem way higher than it actually would feel in practice... since that's about 60 sessions and that seems like a reasonable number when in put in those terms. Is a year and two months worth of sessions really a "multi-year" thing for most people?

gnoams wrote:
Longest campaign I ever ran was a D&D 3.5 game that lasted 3 and a half years. My players were level 17 or 18 when it ended.

I'm assuming we're not talking weekly sessions with that three and a half years, since that'd put the average number of sessions per time the characters leveled up at like 11-ish. But still, if you aren't talking about only having roughly 60 sessions in that time (an average of 1 every 3 weeks) I'm lost on how the players only made it to 17th- or 18th-level instead of something more like 40th-level.


thenobledrake wrote:
Watery Soup wrote:
It's 240 hours from level 1 to 20
Is it? That's probably just one of those things where looking at the number in that way makes it seem way higher than it actually would feel in practice... since that's about 60 sessions and that seems like a reasonable number when in put in those terms. Is a year and two months worth of sessions really a "multi-year" thing for most people?

It can be hard to quantify. The only campaign I have numbers on right now is my Hell's Rebels' game. Started on 03/17/2016, ended on 11/04/2018. We did it in 90 sessions, about 2.5-3 hours a session. Started bi-weekly, then every week somewhere in there.

I have a wrath of the Righteous campaign that started on Jan 1, 2019 and next Sunday will enter Book 6 at 77 sessions, so I hope that'll be done before 86.


Usually when I hear "campaigns dont last that long" I see it as "most of them dont last that long".

Also honestly and personaly, when it comes to character building, any build that only starts to get going after level 10 is suspect. Any build that requires something at level 17 or higher is useless as anything but theory or the occasional high level game.

The chances of actually playing at those levels are just too low.


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thenobledrake wrote:
Watery Soup wrote:
It's 240 hours from level 1 to 20
Is it?

PFS scenarios are explicitly meant to be 4 hours long, and explicitly 3 per level. That's 12 hours/level, 20 levels (yes, technically 19, but people will want to play out level 20, right?).

thenobledrake wrote:
That's probably just one of those things where looking at the number in that way makes it seem way higher than it actually would feel in practice... since that's about 60 sessions and that seems like a reasonable number when in put in those terms. Is a year and two months worth of sessions really a "multi-year" thing for most people?

It's only 60 sessions if you can actually have 4 hour sessions, and only a year and two months if you meet every week.

Don't get me wrong, there are times in my life where a 4 hour session would have been short, and getting together twice a week wouldn't have been a problem.

Right now? I'm happy to get a 4-hour session once a month. I mostly play by PbP because I can afford a few scattered 5-10 minute posts throughout the day, but I can't often arrange my family schedule so I have 4 very specific hours off. If I can get a freebie night, it's often short notice (like, I don't know I can play on Thursday until Wednesday or Thursday). It's where the utility of PFS comes in, because I don't have to commit to anything outside of those 4 hours (and honestly I'm hoping it's more like 3.5 hours because I'm pretty tired in the last hour).

If your campaigns are going from level 1 to level 20 with no logistical problems, big round of applause. I hope you cherish those times, because they're really special. I'm rather jealous, to be honest. But I'm pretty sure you're in the very small minority of groups.

Liberty's Edge

gnoams wrote:

In my experience, campaigns end before then has absolutely nothing to do with the rules of the game and all to do with the fact that getting there takes a long time.

Campaigns end before then because the GM wrote his own story and writing content for 20 levels is way more time and work then he was able to invest. Campaigns end before then because the GM is tired and someone else wants to take a turn running. Campaigns end before then because 2 years is a long time to get a group of people to commit to playing the same game every week and sometimes things just fall apart. Campaigns end before then because a worldwide pandemic breaks out.

I've played through a lot of different campaigns (in a lot of different rpg rule systems) some short others that spanned years. They either ended because of real life issues, or because the story wrapped up. None of them ended because the rules didn't work well.

A couple of the listed reasons here do definitely tie into the rules not working well - how quickly the GM gets tired is definitely linked to how much prep is required per session, how likely that prep is to be minimally effective because of unlucky dice rolling, how much will need to be changed from published content if they're running that, etc. Similarly, writing your own story + content for 20 levels is going to be wildly variable in the amount of work required depending on the rules of the system. Even players losing interest can have a strong connection to the mechanics of the game. All that to essentially say that 'rules didn't work well' doesn't often explicitly cause a campaign to fall apart, but it can very easily stress and exacerbate situations which flare up, and the campaign then falls apart.

thenobledrake wrote:
I'm assuming we're not talking weekly sessions with that three and a half years, since that'd put the average number of sessions per time the characters leveled up at like 11-ish. But still, if you aren't talking about only having roughly 60 sessions in that time (an average of 1 every 3 weeks) I'm lost on how the players only made it to 17th- or 18th-level instead of something more like 40th-level.

I've run quite a lot of PF1, and I have to say, my experiences don't line up with yours here. The fastest campaign I've been involved in only has 2 players, and so we go through content quite a bit quicker, and even then we're going to finish the AP at level 16 in ~70 sessions, if we keep our pace for the last two books. I've got one campaign I've been running for a little over 4 years at this point (really 3, as there was a year it couldn't run due to irl issues) where we can only fit in ~2-3 hour sessions and we roleplay heavily, and so we're over that 70 session mark and we're only partway through book 4 - we're level 10. I've also had one campaign that I ran from level 1 to level 20/mythic tier 5 that did run over the course of just under 3 years, but in sporadic and very long sessions. That entire campaign would've been about 50 sessions, but the average session length would've been close to 12 hour.

I guess my point here is that there's a huge amount of variety in how people play, and that definitely effects the playtime in a campaign. I've got some tables where players simply like to take things slowly, have a few almost slice-of-life type of sessions here and there, and then get really tactical in their combat, so it runs very slowly. I've been in tables where we have 2 players and so distractions are minimal, and that's way faster - though even that is only at the same pace as some of the slow baselines people are establishing here.


Playing for a lot of years I managed to become a level 30 Bard in AD&D 2nd, when I was still in school or studying, in a Forgotten Realms but mostly homebrew setting. Later on I managed a level 21 Bard in the same setting using D&D 3.5 rules, while still studying or starting to work (we literally played the sons and daughters of our former heroes who by that time had simply retired).

Within Pathfinder I managed to field a Level 17 Cleric after completing the Kingmaker campaign, the one and only campaign I truely finshed.

Later on I GM'ed RotRL until the end of book 2 until the party and campaign fell apart. After that we managed to play the first volume of Skulls & Shackles.

We are currently playing Age of Ashes since October 2019, are somewhere in the midst of the 2nd volume and our GM already announced that he will need a break due to exhaustion. I do not expect that we will ever live to see volume 3 after the break.

Note that from this timeline alone you can already guess that all our players and GM's are in the end of their thirties or early fourties and mostly have to balance family and kids, work and hobbys. So yes, all of us are not at all planning for level 20 but more likely for levels 1 to 10 (or 15 if you are an optimist), i.e. one to three volumes of any given adventure path.


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Pathfinder Starfinder Society Subscriber

PF2 has eliminated one of the reasons for campaigns ending before 20th level -- the fact that the balance and complexity issues with earlier editions make running and playing the game more difficult at higher levels. All of the other out of game issues remain and have no in game solutions.


I'm just here to agree that average campaign length is definitely more a function of holding any group of people together with variable schedules, changing tastes, and life commitments than it is at all related to the content or structure that Paizo produces. I ran a 2.5 year long PF1 Giantslayer campaign through two children being born and several job changes. It's not easy.

I'm a huge fan of the idea of 3 book APs. I think they're more managable for most people, and still provide ample room for narrative development. You can always do a high level 3 book AP right after.


a lot of the "campaigns don't last that long" arguments are also about when stuff "enable" or "highlight" a build.

If a build comes online at level 14 as an example, a lot of people will say that games dont last that long. That doesnt necesserily means that the game wont last for more levels, but it also indicates that for 2/3rds of the game your build is not doing what you want it to do. So, even if you have that nifty combo for a few levels aftewards, you didnt have it for the majority of the campaign (and that's IF the game actually goes to 20)

That said, for most of my years playing rpgs (like 24(?)years now) i've mostly been playing homebrews, and my experience about when the games end is: ... it totally depends on the group. It has nothing to do with the campaign but everything to do about whom you are playing with. How much time and dedication they have, how much you click together, how entralling is the gm and how focused the players.

It also depends on the playstyle of said players. A munchkin group in 3.X would make it almost impossible to run anything over level 13 simply because the system allowed you to triviallize encounters by that point. But the same exact campaign with a group more focused on rp and less on optimization could actually pull off a few more levels. Sadly, that means that the people who cared "less" about what level they are are the ones that could actually go higher.


The-Magic-Sword wrote:

I think games that are shorter are always going to be more common simply because the further you go the longer you have to hold the group, and everyone's interest together.

This. Even if the game functions properly at higher levels (and it appears, at least, that PF2e is better here than a lot of D&D incarnations and derivatives), there's always just the question of general campaign duration. If you're levelling every three games, that's in excess of 50 sessions, and for many people that's a long time for any game.

As you mention, part of that could be addressed by starting at higher levels, but there's some cultural reluctance to do that in the D&D related part of the RPG community.


thenobledrake wrote:

I get that some campaigns end because of the real-life scheduling not working out... but I don't get how people have treated as a complete inevitability that a campaign will have someone lose interest, or move away, or have a falling out between some group members or whatever before it could finish.

Because in most people's experience that's what happens with the vast majority of games run by most people? I wouldn't call it inevitable, but wouldn't hesitate to describe it as expected.


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gnoams wrote:
In my experience, campaigns end before then has absolutely nothing to do with the rules of the game and all to do with the fact that getting there takes a long time.

This has been my experience too. PF1 was kind of a mess at high levels, but in practice I never really saw that as the reason for campaigns ending early.

I agree that it's not inevitable per se, but it is common from my experience.


Thomas5251212 wrote:
Because in most people's experience that's what happens with the vast majority of games run by most people? I wouldn't call it inevitable, but wouldn't hesitate to describe it as expected.

I think that this may come down to kind of being an optimism vs. pessimism kind of thing, because my initial thought in response to reading your post was "I dunno if 'expected' is the right word, but it's definitely not improbable"

So the 'glass is half full' equivalent is going into a campaign thinking "this could go all the way" and the 'glass is half empty' equivalent is going into a campaign thinking "this will probably fall apart before the end"

That would cover all but the rarest forms of the "campaigns don't last that long" conversations I've had lately. Everybody but the people that seem to be treating all the higher level options as wasted ink and jump into conversations about what cool high-level options there are with statements like "doesn't matter, no one plays that level so you won't get to use it ever"

RPG Superstar Season 9 Top 4, RPG Superstar 2015 Top 32

High-level campaigns are probably still limited by schedules and adult life. However, I am confident that the rules won't be the reason most people drop a campaign. The game plays solidly at all levels, which is a major accomplishment, IMO.


For "it's just hard to schedule something that will go this long without significant interruption" the solution of course is that nothing is stopping you from starting the campaign at 10th level or whatever.

If you had the time to go from levels 1-10, you have the time to go from levels 11-20 instead. This is not a thing that was previously true, as the latter would have taken significantly longer in the previous system.


thenobledrake wrote:
Thomas5251212 wrote:
Because in most people's experience that's what happens with the vast majority of games run by most people? I wouldn't call it inevitable, but wouldn't hesitate to describe it as expected.

I think that this may come down to kind of being an optimism vs. pessimism kind of thing, because my initial thought in response to reading your post was "I dunno if 'expected' is the right word, but it's definitely not improbable"

So the 'glass is half full' equivalent is going into a campaign thinking "this could go all the way" and the 'glass is half empty' equivalent is going into a campaign thinking "this will probably fall apart before the end"

That would cover all but the rarest forms of the "campaigns don't last that long" conversations I've had lately. Everybody but the people that seem to be treating all the higher level options as wasted ink and jump into conversations about what cool high-level options there are with statements like "doesn't matter, no one plays that level so you won't get to use it ever"

I think simple experience tells people that they expect that, because its what usually or always has happened before, and they hear similar things from other people.

(As an aside, I'd never say something "doesn't matter" because of it, but I will claim sometimes problems that only show up at higher levels don't get addressed because a relatively small number of people ever see them).


PossibleCabbage wrote:

For "it's just hard to schedule something that will go this long without significant interruption" the solution of course is that nothing is stopping you from starting the campaign at 10th level or whatever.

If you had the time to go from levels 1-10, you have the time to go from levels 11-20 instead. This is not a thing that was previously true, as the latter would have taken significantly longer in the previous system.

Yeah, but as I noted, there's a fairly strong cultural resistance in people in the D&D end of the RPG hobby to starting at higher levels (even stronger at the OSR end, but that's only relevant to show where it probably originated). Some people seem to see it tantamount to power gaming or "not working to get to the level", and even among people that don't consciously see it that way you can get pushback.


A lot of people see high level play as "playing superheroes" so for the most parts they dont play or start at those levels.

There is also the fact some people get really angry at players making good characters. There are so many people who claim that any players wanting to make good characters is power gaming. Starting at higher level is then seen as an extension of power gaming.

The psychology of this sort of things is weird.


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A big part of the traditional high fantasy story is someone making a name for themselves, becoming stronger and developing into a hero.

Don't think we need to scruitinize someone psychologically or belittle them for not being as interested in stories that already start with established/powerful characters. It's not that bizarre.


Not trying to belittle them.

But it is a strange quirk that some people get really bother by strong characters, or starting with strong characters.


The saddest part of all TRPGs that use a class and level system like this is that you will be unlikely to fully play an envisioned character unless it comes online by lvl 1-6. with level 6+ being gravy on top.

For an example of this I really, really love the Wizard's Combo spell ability. But I have yet to play in a campaign to hit level 20 to really see the sheer awesomeness that it sounds like. And even when I do, I am level 20 so honestly how long do I have to play with this feature? Probably not too long.

2e has made APs go to 20, and the simplified rules *can* carry us there, if schedules and interest in the game don't shift too much. But at the end of the day most of the fun interesting build ideas require some pretty high level stuff so I am unsure even with APs that support it, if this trend of 'game ends around lvl x' will change - simply because people can't do what they want.


Thomas5251212 wrote:
there's a fairly strong cultural resistance in people in the D&D end of the RPG hobby to starting at higher levels

I agree it's better to start at level 1. It's really hard to jump in at high level and merge in seamlessly - it's easy to not be very effective (because of unfamiliarity) and easy to be powergamey (and make some ridiculous build that would have been unfun for multiple lower levels).

That being said, you just have the choose the least of multiple evils - stop having real-life responsibilities, make multiyear commitments to a single game, advance more quickly than you're supposed to, stop at a middle level, or start at a middle level. You may even have to choose 2-3 of those evils.


I've seen that weird reaction to starting above 1st level too. One campaign I ran I started at 5th level (because I was using a published AD&D 2nd adventure that I had converted to 3.5 by dropping in the same monsters, and then saw that all the challenges were appropriate for a 5th level party even though the adventure book said it was for a solo warrior character of like level 2 or 3), and when I started to tell a story about said campaign to a friend they looked at me like I'd done some terrible thing.

I kinda think some people think the characters are starting at a higher level, but the GM-side of the campaign is still starting at 1st level so the players are constantly over-powered relative to the challenges they face.

I have also know a lot of people over the years that heavily favor the other direction - they want more bits to fiddle with for their character, more leeway to do "strange" things which normally wouldn't be functional in a campaign that started at 1st and built up. Many of them were just looking for the ability to do different stories like the "monster campaign" or just being the people the world would expect to save it rather than the nobody-turned-hero types - very few fit the stereotype of the disruptive power-gamer that people seem to expect anyone suggesting starting at a higher level is.


Starting at 1st level is better if anybody at the table is still learning the game, but I've found that if the same group stays together long enough people actually prefer to start at a higher level.


Starting at higher level means people can start doing their thing much sooner if not from the start.

Shadow Lodge

I strongly prefer to start at first. The experience of getting to develop the character both in personality and ability is one of the big draws of the rpg for me. Starting at high levels just isn't the same, it's like skipping the formative years of your life.


gnoams wrote:
I strongly prefer to start at first. The experience of getting to develop the character both in personality and ability is one of the big draws of the rpg for me. Starting at high levels just isn't the same, it's like skipping the formative years of your life.

Sometimes though you just want to tell a story about a character who has a considerable background that just doesn't make sense as a level 1 person. Like the "how are you only level 1 if you've already done all that stuff" style character.


I've played in a lot of games that start at 2 or 3 or 5. Among some of the gaming groups I played with it was considered conventional wisdom that actually starting at level 1 was generally just a miserable experience in PF1.

But I'd categorize starting at level 3 pretty differently than I would starting at level 11 conceptually.


I feel so much better spending my money on an AP I know will run to 20. Makes the whole AP seem worthwhile. Finally people get to play with high level toys against challenging encounters.

Shadow Lodge

PossibleCabbage wrote:
gnoams wrote:
I strongly prefer to start at first. The experience of getting to develop the character both in personality and ability is one of the big draws of the rpg for me. Starting at high levels just isn't the same, it's like skipping the formative years of your life.
Sometimes though you just want to tell a story about a character who has a considerable background that just doesn't make sense as a level 1 person. Like the "how are you only level 1 if you've already done all that stuff" style character.

I think starting at higher levels is fine for a short game. If it's going to be a long running campaign, I want to start at 1 and "do all that stuff" over the course of the game. Living through that background by playing it out is a lot more satisfying to me.


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This is why I'm really excited for the ruby phoenix ap. Getting a three book ap that starts at lvl 10 sounds like an excellent way for both gms and players to experience lvl 20. I hope they do a couple of them. I can't wait


In DnD at least I never liked the idea of high level characters. Idk when exactly but the characters just become too powerful.

Like I hate Wish I never want to get to a level were spells like are appropriate for single characters to cast instead of being some group ritual.
Same for dice galore it gets to a point it's no fun for me anymore.

Idk for me ideally it'd stop between lvl 14 and 16 and maybe the levels afterwards would be some sort of group leveling where you unlock communal skills that require preparation and execution.
Or levels that offer sidegrades or assist skills.


I've not played long running D&D campaigns. I've just played living campaigns, and got one character up to level 15, one to 14, one to 12. So, very high level play is outside my reach (even if level 15 is very close to it).

About starting a character above level 10, I also dislike the idea.
First, you have a complex character that you don't know well. For a Barbarian it's ok, but for a caster, you start immediately with a big bunch of spells you have to learn and use properly. The learning curve is steep. You can expect at least a few levels to get to know your character well with a few retraining in the middle.
Second, there is not much progression at high level. I mean, there's great excitment in getting your first Fireball out. But high level options are not that exciting to me, mostly because they are often just the same but a bit stronger.
The only case where I'd be ok in playing at higher levels right away is if I can continue to play a character I've already built, leveled and that I know well above his previous levels. So, that's something I'd do only after having lived through the low level experience.


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I hate playing in or running high level PF1e/3.x games. Combat tends to be so static for non full casters past a certain point, as early as 8-12 ime, so not even high level play.
And then there is that feeling thst either the GM counters builds or the players hobble themselves knowingly or are hobbled with house rules. Just not my jam anymore, too much time trying to fix something that doesn't fit my personal style ( even if I am playing in a pf1e game currently)

I have only run into the mid levels of PF2e so far (took ~5 months worth of fortnightly to get to 10, to give an idea of pacing) and haven't noticed any system issues so far. Just as easy to prep for as it was to start with, and while the game has gotten a bit easier for the players as we progressed I would need to run another game to see just how much was them being new to the game vs how much was the system being harder at lower levels and dice variance hitting harder.

This said, I don't tend to have issues keeping groups playing in my groups so system burnout or dissatisfaction is something I am more keenly aware of.

In the D&D stable I find the following levels the most comfortable ending points for me:

- B/X 1-10 (vs using BECMI or 10+ rules)
- AD&D 10-14
- 3.5 8-10
- 4e 4 (not joking, it is as long as I am happy playing / running usually. It can be an alright system for short adventures)
- 5e 10-14 (it is generally playable at higher levels. It loses a bit too much of its main strengths by then imo)

Reminds me, I need to run some B/X again. Old school essentials is such an awesome book.

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