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General Tabletop Discussion
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Advice to a GM writing high-level adventures
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<blockquote data-quote="Piratecat" data-source="post: 2420345" data-attributes="member: 2"><p>A lot of people used to write high level adventures by immediately nerfing the cool abilities that make high level games the most fun. I think that's an understandable knee jerk instinct, but things are a lot more fun for everyone when that doesn't happen.</p><p></p><p>High level dungeons are the most difficult to write, because the PCs have so many powers that completely negate traditional traps and channeling methods. I found this out the hard way when my group was faced with a dastardly underground complex willed with evil abominations.</p><p></p><p>Druid: "I cast <em>commune with nature</em>. It'll tell me how big the complex is, because I won't be able to see the area it's built in. The spell will also tell me where the greatest concentration of evil is."</p><p></p><p>Me: "Huh. (reads spell) Okay." I sketch out the rough outlines. "See this area here? It's where the most evil is, although there are also concentrations here and here. You going to enter now?"</p><p></p><p>Players: "No. We cast <em>earthquake</em> to collapse the complex, then we'll dig down to the section we want. Hey, why are your eyes bulging?"</p><p></p><p>That's not to say that it can't be done, but it is tricky. Spells like <em>wind walk</em> mean that a patient group can float through many deadly traps, although they won't have much fun in the process.</p><p></p><p>I have better luck with high level political or city adventures. I imagine the situation and the positions of the interested parties, decide what would happen if the PCs didn't get involved, then watch the fun as the PCs make waves. It's like tossing a rock into a pond and watching the ripples, only with more mayhem.</p><p></p><p>The concept of a flow chart is a great one. I use this myself. I think the most important thing to consider is <strong>consequences</strong>; in a high level game, most actions have consequences, and the PCs can accidentally change the world just by killing a relatively important person or monster.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 2420345, member: 2"] A lot of people used to write high level adventures by immediately nerfing the cool abilities that make high level games the most fun. I think that's an understandable knee jerk instinct, but things are a lot more fun for everyone when that doesn't happen. High level dungeons are the most difficult to write, because the PCs have so many powers that completely negate traditional traps and channeling methods. I found this out the hard way when my group was faced with a dastardly underground complex willed with evil abominations. Druid: "I cast [i]commune with nature[/i]. It'll tell me how big the complex is, because I won't be able to see the area it's built in. The spell will also tell me where the greatest concentration of evil is." Me: "Huh. (reads spell) Okay." I sketch out the rough outlines. "See this area here? It's where the most evil is, although there are also concentrations here and here. You going to enter now?" Players: "No. We cast [i]earthquake[/i] to collapse the complex, then we'll dig down to the section we want. Hey, why are your eyes bulging?" That's not to say that it can't be done, but it is tricky. Spells like [i]wind walk[/i] mean that a patient group can float through many deadly traps, although they won't have much fun in the process. I have better luck with high level political or city adventures. I imagine the situation and the positions of the interested parties, decide what would happen if the PCs didn't get involved, then watch the fun as the PCs make waves. It's like tossing a rock into a pond and watching the ripples, only with more mayhem. The concept of a flow chart is a great one. I use this myself. I think the most important thing to consider is [b]consequences[/b]; in a high level game, most actions have consequences, and the PCs can accidentally change the world just by killing a relatively important person or monster. [/QUOTE]
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