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General Tabletop Discussion
*Dungeons & Dragons
Adventurers in Faerun-The Book of Low and Mid Level Adventures?
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<blockquote data-quote="DragonLancer" data-source="post: 9793170" data-attributes="member: 11868"><p>I had not heard of these so I've just looked them up. They sound like they could be fun but, and I appreciate this only relevant to me maybe, they are specific to their own internal campaign setting. My group had the same issue years and years ago, when I ran War of the Burning Sky for Pathfinder 1. The group wanted a full campaign for use in Golarion but there was no real way to modify it so we accepted and played under it's own internal. We had fun, weird but fun, but it wasn't Golarion.</p><p></p><p>I know it's harder but campaign's need to be more generic so that they can fit into any campaign setting. I can take nearly any Paizo adventure path and translate it over with minimal effort. Again, I accept personal perception but this is probably another reason why higher or full length campaigns don't do so well sadly.</p><p></p><p></p><p>I disagree, respectfully. If the players want to be kings, heirophants, archmages and run a county, that's a different campaign entirely. Maybe run Birthright. What I find is that some groups forget that low teens and up is meant to go big. Either planar or the threat becomes something world ending if they don't stop it. Normal D&D adventures don't work because spells and abilities at those levels are too much for a standard adventure concept.</p><p></p><p>My Sunday night 2024 campaign based on Ghosts of Saltmarsh just finished the last scenario in the book and the party hit 9th. It now goes to a player driven rescue mission for 4-5 levels and then it goes planar. The big bad at 20th level will be facing Orcus himself on his home plane surrounded by demons and undead. A big epic challenge where they get to show off everything they can do.</p><p></p><p>High level adventures/campaigns have to be built around what potential options a party can have at those levels. It doesn't take much to look over the character sheets or read through the books to see what might be ticks to consider when writing a given adventure/campaign element. That is where you move to high end play.</p></blockquote><p></p>
[QUOTE="DragonLancer, post: 9793170, member: 11868"] I had not heard of these so I've just looked them up. They sound like they could be fun but, and I appreciate this only relevant to me maybe, they are specific to their own internal campaign setting. My group had the same issue years and years ago, when I ran War of the Burning Sky for Pathfinder 1. The group wanted a full campaign for use in Golarion but there was no real way to modify it so we accepted and played under it's own internal. We had fun, weird but fun, but it wasn't Golarion. I know it's harder but campaign's need to be more generic so that they can fit into any campaign setting. I can take nearly any Paizo adventure path and translate it over with minimal effort. Again, I accept personal perception but this is probably another reason why higher or full length campaigns don't do so well sadly. I disagree, respectfully. If the players want to be kings, heirophants, archmages and run a county, that's a different campaign entirely. Maybe run Birthright. What I find is that some groups forget that low teens and up is meant to go big. Either planar or the threat becomes something world ending if they don't stop it. Normal D&D adventures don't work because spells and abilities at those levels are too much for a standard adventure concept. My Sunday night 2024 campaign based on Ghosts of Saltmarsh just finished the last scenario in the book and the party hit 9th. It now goes to a player driven rescue mission for 4-5 levels and then it goes planar. The big bad at 20th level will be facing Orcus himself on his home plane surrounded by demons and undead. A big epic challenge where they get to show off everything they can do. High level adventures/campaigns have to be built around what potential options a party can have at those levels. It doesn't take much to look over the character sheets or read through the books to see what might be ticks to consider when writing a given adventure/campaign element. That is where you move to high end play. [/QUOTE]
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