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Advice on running high level adventures
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<blockquote data-quote="Eldragon" data-source="post: 3637424" data-attributes="member: 3962"><p>Zad pretty much nailed everything I was going to say, but I'll put some words down anyway. Being a DM starting at this level seems to get much harder (and more fun) for me.</p><p></p><p>0) DM's motto: "Anything you can do, I can do better". After level 9 or so, PCs can do some pretty crazy things with spells/feats/class features. I like to make it clear to my PCs that any crazy tactic they do, I can turn it right back on them.</p><p></p><p>1) Lets your players mow through things with their excellent tactics... but just once or twice. After that, your BBEG needs to adapt to PC tactics. Eventually area villains know what the local heroes can do, and plan for it. Its more fun for the PCs (at least it is for me) if every session is a little different as well. e.g. A Summoned Earth elemental can just walk through a castle, so your defensive strategies need to change if the BBEG knows the PCs like to summon them.</p><p></p><p>2) Know what spells the PCs will be casting, know them well, and plan on them being used. Having the PCs use a couple of spells to bypass 1/2 the module sucks when you don't have a backup plan. e.g. If the PCs Shadowwalk past an important encounter on their way to the castle, plan the encounter to take place on the plane of shadow (With shadow versions of the same creatures). I ask my players to spell out their PC tactics to me ahead of time.</p></blockquote><p></p>
[QUOTE="Eldragon, post: 3637424, member: 3962"] Zad pretty much nailed everything I was going to say, but I'll put some words down anyway. Being a DM starting at this level seems to get much harder (and more fun) for me. 0) DM's motto: "Anything you can do, I can do better". After level 9 or so, PCs can do some pretty crazy things with spells/feats/class features. I like to make it clear to my PCs that any crazy tactic they do, I can turn it right back on them. 1) Lets your players mow through things with their excellent tactics... but just once or twice. After that, your BBEG needs to adapt to PC tactics. Eventually area villains know what the local heroes can do, and plan for it. Its more fun for the PCs (at least it is for me) if every session is a little different as well. e.g. A Summoned Earth elemental can just walk through a castle, so your defensive strategies need to change if the BBEG knows the PCs like to summon them. 2) Know what spells the PCs will be casting, know them well, and plan on them being used. Having the PCs use a couple of spells to bypass 1/2 the module sucks when you don't have a backup plan. e.g. If the PCs Shadowwalk past an important encounter on their way to the castle, plan the encounter to take place on the plane of shadow (With shadow versions of the same creatures). I ask my players to spell out their PC tactics to me ahead of time. [/QUOTE]
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