Some boardmembers have consistently raised the issue of either changing the campaign focus at high levels to a political one, or the difficulties in presenting high level challenges.
This has me musing over the following question:
What ways can the structure, setting and NPCs of the campaign facilitate high level play, and set the seeds for it at low level?
Surely it is easier to settle into high level play when the political issues, factions and demands have been hinted at from the start of the campaign. Perhaps the PCs get a whiff of them even at low levels ("Dungeon Tax? What 2-bit lord is applying a Dungeon Tax?"), become somewhat involved by middle levels ("It says, 'By Royal Decree, the Dungeoneers of Moorvale are conscripted to fight for their kingdom at the Battle of Durmeyer'"), until they are finally movers and shakers themselves at high levels ("Your majesty, as diplomatic representatives of Moorvale, we suggest that if you move the remnants of the headquarters of your Assassin's Guild out of Moorville, the barony will find little need to secede from the realm").
Likewise, high level can require high level challenges - and rather than Great Wyrms and 20th level spellcasters appearing out of the blue when the DM needs adversaries of that power level to challenge the characters, perhaps the seeds of these challenges should be sown early ("According to this manuscript, the Witch-Prince of Fell Harneth and his legion of devils still reign in the Underdark beneath our very feet. I wonder if we'll oppose him one day.")
These are my thoughts so far. If anyone has some suggestions on how to build the facilitation of high level play into a setting and campaign structure from the beginning, or how to set up the foundation for such challenges, I'd be interested to hear them.
This has me musing over the following question:
What ways can the structure, setting and NPCs of the campaign facilitate high level play, and set the seeds for it at low level?
Surely it is easier to settle into high level play when the political issues, factions and demands have been hinted at from the start of the campaign. Perhaps the PCs get a whiff of them even at low levels ("Dungeon Tax? What 2-bit lord is applying a Dungeon Tax?"), become somewhat involved by middle levels ("It says, 'By Royal Decree, the Dungeoneers of Moorvale are conscripted to fight for their kingdom at the Battle of Durmeyer'"), until they are finally movers and shakers themselves at high levels ("Your majesty, as diplomatic representatives of Moorvale, we suggest that if you move the remnants of the headquarters of your Assassin's Guild out of Moorville, the barony will find little need to secede from the realm").
Likewise, high level can require high level challenges - and rather than Great Wyrms and 20th level spellcasters appearing out of the blue when the DM needs adversaries of that power level to challenge the characters, perhaps the seeds of these challenges should be sown early ("According to this manuscript, the Witch-Prince of Fell Harneth and his legion of devils still reign in the Underdark beneath our very feet. I wonder if we'll oppose him one day.")
These are my thoughts so far. If anyone has some suggestions on how to build the facilitation of high level play into a setting and campaign structure from the beginning, or how to set up the foundation for such challenges, I'd be interested to hear them.