fuzzlewump
Explorer
While writing an adventure, one detail I normally gloss over or flat-out ignore is why higher level NPCs don't join the epic struggle that the PCs are involved in. For kick down the door style of play it's less of a problem, but the question still stands as to why higher level adventurers haven't already scoured the place for every last monster and every bit of treasure. One way I can see to avoid it is to avoid putting in higher level NPC's at all, and say that most everyone dies out when they get higher level and start seeing the 'dark secrets' of the world and whatnot.
That solution bothers me, just because I like having mentor type NPC's there, as guildmasters and friends and barkeeps ready to give helpful advice to nudge adventure, and more importantly, the game in a fruitful direction. So, if it's becoming clear that a big bad evil guy is brewing a storm in the east, if a mentor NPC sees it as a problem, why don't they extinguish it, or even travel with the party members to make sure the job is done?Another question is, why do adventuring parties seem to be steady around 4-6 people? Wouldn't it make more sense to take 20 able bodied adventurers into the goblins halls?
So, tell me fellow members of ENWorld, how do you, or would you, write adventures and settings so as to justify the standard tropes of D&D I have mentioned here? That is, how do you justify or otherwise deal with the adventuring party limited roughly in number to the players' numbers, and with higher level NPCs being around who should be able to solve the problems of the world that the PCs deal with.
That solution bothers me, just because I like having mentor type NPC's there, as guildmasters and friends and barkeeps ready to give helpful advice to nudge adventure, and more importantly, the game in a fruitful direction. So, if it's becoming clear that a big bad evil guy is brewing a storm in the east, if a mentor NPC sees it as a problem, why don't they extinguish it, or even travel with the party members to make sure the job is done?Another question is, why do adventuring parties seem to be steady around 4-6 people? Wouldn't it make more sense to take 20 able bodied adventurers into the goblins halls?
So, tell me fellow members of ENWorld, how do you, or would you, write adventures and settings so as to justify the standard tropes of D&D I have mentioned here? That is, how do you justify or otherwise deal with the adventuring party limited roughly in number to the players' numbers, and with higher level NPCs being around who should be able to solve the problems of the world that the PCs deal with.