Just ideas floating around...

So I have a few products I've never ran before.  One of my groups is currently in the Stoneheart Valley, and we are enjoying the process as it is.  The players did go through most of the scenes in The Crucible of Freya, and I thought that the monk would ask them to head to the monastery.  That didn't happen.

What did happen is that I started throwing a few things from The Vault of Larin Karr at them, along with a module from Paizo's 3.5 days...The Conquest of the Bloodsworn Vale.

I realize that these two pieces are written for a fast game, and I run a slow game.  Excruciatingly slow.  I'm quite okay with that, as it lets and forces a lot of development from the players to flesh out their characters in the game world.  I'm thinking that it is why the game has had many players from other campaigns I have ran.

And did I mention that I love the Vault of Larin Karr?

Another vote for Slow Level Progression!  It's the only way I run my campaigns.

cycnet's picture

I also run slow progression. Frankly, I find it's still a bit fast for my liking.

I like the milestone progression option for 5e. The party levels when it feels right.

michaelsandar's picture

Good old-fashioned XP here, but then I play S&W mostly.  Our 5e group has used milestones, but I find you either a) acheive goals fast and level too quickly to enjoy the class, or if you go off the 'path' you end up not levelling for several sessions.

To clarify, I use milestones not for actual hard-and-fast achievementsor goals, but rather for literally "when it feels right".

Level when it is:  (a) fun, or (b) probably a good idea because I know encounters are getting harder, or (c) a convenient time, or (d) the players would like a change.  D&D isn't adversarial and I want us to create an interesting story together, so item (a) is preferable, but (b) and (d) are also good times.

I use some alchemical combination of slow progression + major milestones + XP granted for successful conflict resolution by any means (e.g. murder, sneaking, diplomacy, clever avoidance) rather than just for murder. That way players still get their post-session fix of XP awards - which they revel in - while in practice receiving massive boosts where appropriate for drama or the needs of the campaign.

Exactly this is the way I do it. I never reveal which is which, however.

cycnet's picture

Yeah I used to run milestones only, and I was playing Pathfinder Society - so it uses points for adventures completed - but then I got to play in a game where exp was awarded post-session, and I found it more personally satisfying as a player to get the exp. So I decided to go that route with this. I plan to give exp for milestones where appropriate, and where players are underleveled.