
DemiurgeMCK |
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Do we know if the new season/version of Starfinder Society supports slow progression?
The first 10 scenarios for the new Starfinder Society are all levels 1-2. Since it typically takes 6 games to get to level 3, this would normally mean creating a second character if we want to play all the scenarios. Slow progression (with half XP gains) would really be the only way to play all games with just one character, right?

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Slow progression will not be present in Starfinder Society (second edition) at launch.
Hello Awesome Starfinder Team!
I'd like to make a plea for slow track -- if not at launch, then maybe by the start of the new year?
Part of the appeal of SF2 is the granularity of PF2's 12 XP system. Slow track offers people options. You can slow track to enable yourself to catch all of a storyline, or to allow a friend to catch up with your XP count so that you can travel together into higher level scenarios.
While I have not heard of any shorter adventures (2XP quests) being planned for Starfinder 2, should you ever decide to introduce them, slow track on scenarios can help a player more easily bring their XPs back to a multiple of 4 -- for those players who aren't happy if their XP isn't easily divisible by 4. (Like me, I'll admit.)
We already have slow track in PF2, and it has been proven to work great. It's not a commonly taken option, but useful for when players need it. Also, I was hoping for as little rules change between the two systems as possible to make it easier to recruit players to try out both systems. Every time there is a rules deviation between the two systems, it makes it more difficult to recruit people because they get turned off by having to learn how each system works.
Please. Keep the Organized Play ruleset as simple and consistent as possible for system travelers.
Respectfully yours,
Hmm

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May I also throw my support behind slow play? I'm GMing a few starfinder 2e scenarios and while I would like to apply my chronicles I get to characters, I would prefer if they didn't skyrocket to too high a level too quickly. Slow progression would let me GM while leveling my characters slowly.

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I think the most important part of this is slow track allows a friend to catch up while playing the same games.
I see a fair number of people playing mostly as a group. Usually this is either a family playing together or significant others playing together. They want to play those characters together most of the time. This becomes harder with the narrower bands of levels allowed in an adventure — only two levels. Without slow track, if someone gets out of sync they either have to play without any of the rest of the group (to catch up) or skip a session (to slow down).
Slow track would allow the people with more XP to slow down so the person that missed a session can catch up.

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I also support bringing back slow progression. Especially when playing pregens, I'd rather play slow so I don't miss out on experiencing each level as my own character. Sometimes you want to play a pregens to catch up in level, but most of the time I'm playing pregens to help fill tables during big PbP events, or live, I'm switching characters to help balance the party.
Locally, the gaming store we play at is next to a college campus. I noticed a lot of the students are playing PF2e with slow progression. All the students who were willing to take turns to GM have stopped GMing for the semester. I know some of the students are trying to avoid high-level characters, because most of the local games are lower level. I get the feeling some of the students don't have time to make a new character whenever needed.