the pacing of a D&D/AD&D campaign
GygaxianProse
Member Posts: 201
Hello, fellow waiters.
One thing I like about Baldur's Gate is that it only brings you from approximately 1st-6th level. Most CRPG's today have a much higher rate of advancement. But BG, being 2nd Edition AD&D, inherits a slower pacing, which was previously explored in computerized format via the famous Gold Box series of 1st Edition games.
In practice, I saw that in pnp AD&D, the level advancement was often tweaked by the DM to keep the campaigns from stalling, but on a computer, it seems a good pacing for a long campaign such as BG-->SoA/ToB.
You really savor, and struggle, through the lower levels in BG, which is as it should be.
One thing I like about Baldur's Gate is that it only brings you from approximately 1st-6th level. Most CRPG's today have a much higher rate of advancement. But BG, being 2nd Edition AD&D, inherits a slower pacing, which was previously explored in computerized format via the famous Gold Box series of 1st Edition games.
In practice, I saw that in pnp AD&D, the level advancement was often tweaked by the DM to keep the campaigns from stalling, but on a computer, it seems a good pacing for a long campaign such as BG-->SoA/ToB.
You really savor, and struggle, through the lower levels in BG, which is as it should be.
8
Comments
Still, most of us are fond of details, and the campaign I am in now has a great deal of investigation/detective work, with over 50 hours invested containing around 2-3 hours of combat, which is unacceptably low by some (or perhaps many?) gamers.
Anyhow, Baldur's Gate is meant to be savoured, and if struggle at times is necessary for savouring to occur, than I say "So be it."
That said, BG1 has terrible pacing. I'm usually level 3 with my guy and Imoen before I finish two or three areas, and then jump up another level from killing basilisks.
Level 6-13 is the most compelling levels of all of AD&D. Beyond that things get too easy, before that things are just kind of boring.
Supposedly one of the design goal in 4e was to keep players constantly in the sweet spot by spreading out the powers for each class evenly. Whether they succeeded or not is each person's own opinion, but the general consensus was... not favorable.
Justification for side-questing and delay of the main plot can be found... at least early on...
For example, I know that the first time I played through the game, I didn't continue in the direction that the clues pointed after completing Khalid's and Jaheira's quest. It failed to notice the cues. IIRC, the very first post I made back on the olds PBG forums in '00 was to ask what am I supposed to do after completing the Nashkel Mines? I had been roaming the country-side exploring, and having a grand time. But felt that I needed to get on with the plot.
However, once you do gain a clear idea of your mission, from a RP standpoint it really wouldn't make a lot of sense to traipse off and complete all the side-quests in the game. And from a RP perspective you wouldn't "solo" the bassilisk map (i.e., meta-game and power-level), for example.
The side-quests for NPCs do make sense, though. And, certainly, along the way if you're the heroic types you'll tend to be helpful as you encounter people in need. The mercenary type is only going to take quests that offer a clear reward. Evil types probably aren't going to be attracted by many quests.
All the dice rolls and mathematics are calculated intantly behind the scenes (plus there is ususally only one player playing so no waiting around)
Meaning that the characters can level up purely or mostly from encounters and challenges.
In PnP because fights and encounters are much slower, either the players rarely if ever level up, or more likely, the DM feels obliged to level them up with "quest" xp roughly once every 3 sessions, which isn't particularly good either.
Playing through low levels is fun, but a lot of (typically younger) pen and paper players seem to disagree with this.
As in, it's fun, but it's not the kind of fun where I'd want to perpetuate it by going back and starting a new character as soon as I felt I wasn't low-level anymore. The best part comes from the bigger picture.
The BG trilogy handles this very well I think. You could say it delivers both sides, which for me is a significant part of its greatness.
And that essentially stripped away a lot of the soul of D&D. Pen and Paper games never have been nor ever should be balanced. Why? It's just make believe at rules! It's not even about a "game" experience per se. A wizard SHOULD be the end-all, be-all.
If a game isn't set in a competitive sport-like arena, then it doesn't really need to be "balanced."
Opposed to that , I remember playing NWN2 , and the farm girl who had never adventured turned out to be a 15th level fighter - for me, it makes the story lose credibility.
@DJKajuru In 2nd ed, around level 9 to 10, a lot of characters, such as the fighter, thief, and cleric, will attract followers. The cleric, for example, will attract 20 to 200 followers, the fighter can get over 150 soldiers, including an elite guard and a personal bodyguard. By this level, they have all gained a lot of fame (of some sort) from their adventures. So like you're saying, a 20th level character is basically legendary, and high level groups of adventurers may be accompanied by large armies and legions of followers. Or by themselves.
The short version is that D&D can be broken up into roughly 4 sections: Levels 1-5 Gritty Fantasy, 6-10 Heroic Fantasy, 11-15 Wuxia, and 16-20 Superheroes. Most enjoyment tends to come from people in the first and occasionally second quartile where things are scary and before things get out of hand.
One good compilation of the idea can be found here: http://www.enworld.org/forum/tabletop-gaming/206323-e6-game-inside-d-d.html
@Hoebagger You're probably right. I always seemed to muster more patience for a low-level fight with a gibberlings than a high level fight where I could show off my uber-powerful 7-9th level spells. In ToB I felt that 25% of my time was spent buffing, 25% in dialogue, 15% travelling,15% picking up, equipping and selling items, 10% debuffing, and a grand 10% showing off my skills in battle.
In BG1 when someone cast a MM you knew it was going to hurt. In BG2 every villain is a super-villain. What, you gated a demon, how wonderfully mad of you, you still can't touch me, I am Generic Bandit, lord of potions and buffs and PfE is my middle name. I'm exagerating of course, but sometimes the extra tricks you got to learn at level up seemed like shinier versions of what you already knew.
Now, imagine you're campaigning a while... your human dual class travel companions are skyrocketing the level chart, they're now all at least 12, but you can't advance any further because you're maxed at 8
How was this fair?
In BG2, especially in the addon ToB, most "normal" encounters were too easy. Apart from the big battles nothing could stop a high level adventuring party.
But RPGs are like wine, never let anyone else tell you how you like it. If you want to play it another way, play it another way.
Actually, AD&D 1E is not unbalanced with its level limits, especially with the UA rules. What balances it out are the slew of special abilities, multi-classing, and stat modifiers, which humans have none of. That said, not many people paid attention to the level limits anyway!
As to fairness and balance, there are differing perspectives on what that even means. The original AD&D classes balanced each other in terms of function and role. There is a balance to the differing class level advancements.
I hear a lot about the early editions' imbalances, but don't understand. Basic through early 2E are all relatively lean, well-balanced RPG's.
The concept of "game balance" meant something different in the old days than it does now. Now, game balance more or less means that each race and class or roughly equivalent in power and ability. At the time, it meant that each race or class had a particular niche that it filled. In 1st Edition, there was no sense in which a thief and a magic-user were equally powerful: the thief was a weaker class, but it could do certain things that no other class could (such as scale sheer surfaces, move in complete silence or read unknown languages). More recently, the rogue and the wizard are on a more equal footing power-wise, but they have also lost their distinctiveness: they do the same basic thing (kill monsters) just with different powers and tactics.