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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2986104" data-attributes="member: 94"><p>I guess I would say the goal is to extend the feel of "sweet spot" play for as long as possible, ideally for as long as you expect the campaign to last, which could be indefinitely.</p><p></p><p>That's obviously a different and much greater challenge than what I've actually presented, which is simply to sustain it for a finite period, roughly equal to the lifespan of a normal (1-20, non-epic) game.</p><p></p><p></p><p></p><p>This is what I have done in my current campaign: Before play even began, I did the following:</p><p></p><p>1) Banned Divination unless the questions were asked to me in downtime (so I could prepare mysterious answers)</p><p></p><p>2) No Teleport.</p><p></p><p>3) No Raise Dead.</p><p></p><p>Now, as it turns out, we're now approaching 10th level and I am prepared to relax these somewhat-- Teleport along ley lines/power nexuses only, or with serious consequences (post-teleport <em>confusion</em>), for example; and Raise Dead only if the PCs cast it themselves (it is not a service that can be bought).</p><p></p><p>I don't mind Teleport if it is used as a means of travel, and not the preferred battle strategy.</p><p></p><p>I don't mind Raise Dead if it is restricted to "climactic" play.</p><p></p><p>I'll also echo what someone else said above-- I think typical high-level D&D play is a genre unto itself, without any familiar literary analog. I think that's why I have such a hard time getting into it.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2986104, member: 94"] I guess I would say the goal is to extend the feel of "sweet spot" play for as long as possible, ideally for as long as you expect the campaign to last, which could be indefinitely. That's obviously a different and much greater challenge than what I've actually presented, which is simply to sustain it for a finite period, roughly equal to the lifespan of a normal (1-20, non-epic) game. This is what I have done in my current campaign: Before play even began, I did the following: 1) Banned Divination unless the questions were asked to me in downtime (so I could prepare mysterious answers) 2) No Teleport. 3) No Raise Dead. Now, as it turns out, we're now approaching 10th level and I am prepared to relax these somewhat-- Teleport along ley lines/power nexuses only, or with serious consequences (post-teleport [i]confusion[/i]), for example; and Raise Dead only if the PCs cast it themselves (it is not a service that can be bought). I don't mind Teleport if it is used as a means of travel, and not the preferred battle strategy. I don't mind Raise Dead if it is restricted to "climactic" play. I'll also echo what someone else said above-- I think typical high-level D&D play is a genre unto itself, without any familiar literary analog. I think that's why I have such a hard time getting into it. [/QUOTE]
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