Well, having now encountered all ten guilds over the course of six (seven counting an unofficial prologue) adventures that have been somewhat lightly linked, my Ravnica campaign has now jumped to tier 2.
The way I'm running it, here's how it works: players level up after each session, but while in a given tier, there's a level cap, which was 4. Now, however, with the jump to tier 2, every character, regardless of their previous level, now hops up to level 5, and the new cap is 10.
The intention is give players the excitement of leveling up quickly (especially given that it's built so that not all players will be there every session) while also keeping anyone from falling too far behind.
Level 5 is a big jump in player power for most classes - physical-damage-dealers (except Rogues) get two attacks per round, wizards and sorcerers get fireball, and clerics get the ability to revive people, meaning the party's overall power level has jumped up considerably.
Of course, as DM, that means I get to throw more difficult monsters and challenges at them.
I'll also start opening the world up a bit more, including starting to send them to other Districts. Only the 10th District is really detailed in the book, so I've invented five (one for each color) other districts elsewhere in the city-world that may play parts in the overall campaign.
While tier 1 only lasted about a month and a half, tier 2 is likely to go longer, giving people more time to sit at the level cap. There are a lot of plot points to get through in this tier, so I think we'll have a much longer stay here before people move on to level 11.
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