Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site lanl-a.UUCP Path: utzoo!linus!security!genrad!decvax!harpo!floyd!cmcl2!lanl-a!bb From: bb@lanl-a.UUCP Newsgroups: net.games.frp Subject: fast vs. slow campaigns Message-ID: <2533@lanl-a.UUCP> Date: Tue, 11-Oct-83 16:44:13 EDT Article-I.D.: lanl-a.2533 Posted: Tue Oct 11 16:44:13 1983 Date-Received: Thu, 13-Oct-83 03:02:27 EDT Organization: Los Alamos National Laboratory Lines: 31 Many people play in or are running long term campaigns with low level characters and little magic. Except for my last campaign, this is what I did as well, but to tell you the truth I got bored with running such a campaign. Sure I did a lot with character development and my group had some good adventures, but after a year or 18 months my players would get tired of characters that were still to weak to take on most of the monsters they saw in the MM and heard discussed about in song and legend. So I decided that my next campaign would have more rapid advancement and a greater amount of magic items found/available. I immediatly found the play more exciting and I found that the increased pace of the campaign did not mean I had to give up role-playing and become a dungeon engineer, but instead that it was easier to fit my group into the large campaign picture. Their daring deeds soon brought them to the attention of the more important people and they found themselves caught up in a whirl of adventures. The magic they found got better as they did harder and harder things, but for each new item gained, they used quite a bit of acquired magic and became excellent problem solvers. My point is that one type of campaign isn't better than any other, if a group and a DM comes away from a session feeling glad they came and looking foward to the next session, then that is an AD&D sucess story, no matter what type of campaign it is. b2 ...ucbvax!lbl-csam!lanl-a!bb Bryan Bingham