Paul W. said: Surok said: I don't bother with expected in game time and level advancement. Players advance based on kills and I give bonus exp on completing difficult puzzles. I also give bonus exp in helping me the DM to run the game. So I sometimes have a scribe and an accountant that tracks gold and expenses. Players get full experience as listed in the monster manual never split because I believe it makes the other players want to the others to show up. More and easier kills. Does this make them level up fast? Yes of course and it seems it takes near a year to get to level 20. However I think most people want to get to that point in every game and most groups don't hold together beyond that time frame anyways. I just have to say, the group i am in has run every week, before i joined nearly 2 years ago, and NONE of us are even level 10 yet. We write Journals between sessions for bonus XP, our DM is VERY generous at times with the XP, so yeah.... i dont think your method or your expected time of a group being together is realistic, or conducive to a long term game. But to each their own, Happy Gaming!! And yes, there is me and 2 other original members who were here before me, along with the ones we have picked up to fill the ranks, and that is 4 of 7 players, and those 4 have hung out for months, despite all the one-timers and no-shows. All my observations are generalizations and some groups choose to have slower or faster progression for some strange reason. I highly encourage the use of the optional experience awards system in addition to the group experience system for level advancement, as it is a system based on merit and individual achievement. Each player can now feel as though their efforts are not wasted when sacrificing spells or taking extra risk in the name of story progression and team success. All classes clearly have reason to evaluate risk-versus-reward when using this system in a much more personal way than if group experience is the only method used. When using the individual class award and the common individual awards found in the Experience chapter of the Advanced Dungeons & Dragons Second Edition Dungeon Master's Guide as a guideline on character progression, players tend to reach level 9 (which is when most classes gain followers) within the first 250 hours of play. Now, I'm no mathematician, but if your group plays 2.5ish hours per week "every week" for 2ish years and dedicates a little extra time between sessions to earn xp, your group's progression seems similar to what we have been saying i.e., getting to level 9. I assume somebody is level 9 in your group since you said "NONE of us are even level 10". Again, when using the Experience chapter of the AD&D 2E DMG, I find that each character will gain 1 level per session until they reach level 3 or 4. Characters usually slow down to 2 or 3 sessions per level at that point until they reach level 5. Now, in 2E, level 5 is a real milestone level. That's when fighters master a weapon, wizards gain access to the iconic fireball and lightning bolt spells, priests can memorize approximately 7 to 10 healing spells per day depending on their wisdom, and thieves gain their x3 backstab modifier, and they can max out their move silent/hide in shadows skills well before this, making them extremely dangerous in combat depending on their choice of weapon. Characters tend to slow down progression at this point, which is a good thing seeing as how they suddenly become so much more effective, and tend to take 5 to 10 sessions to level up again, depending on choice of class. A slowing of progression happens again at levels 7 and 9, making progress from levels 1-9 take approximately 250 hours of play, depending on the amount of time spent playing per session. My observations are based on approximately 170 documented sessions during which I played as the Dungeon Master in AD&D 2E since 2002. Again, all the pertinent information can be found in the Dungeon Mater's Guide chapter 8: Experience. I highly recommend it to any DM.