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Advice to a GM writing high-level adventures
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<blockquote data-quote="Quickleaf" data-source="post: 2421700" data-attributes="member: 20323"><p>Great advice guys!</p><p></p><p></p><p>That's <em>exactly</em> what I'm going for. An adventure with big stakes, without being over the top, big personalities, and major consequences. I think this would be a good influence on 3e, which I so often hear gets bogged down in high-level tactical combat. Instead of writing adventures to a lowest common denominator, they should be written to inspire and encourage!</p><p></p><p></p><p>Totally! Right on! Taking away a PC's abilities totally negates their hard work to get them. I'm hoping to craft this adventure where its precisely the PCs unique and powerful abilities that get them into the situation and make them stand out. Someone once pointed out to me that high-level 3e play is a lot more like comic book superheroes, whose vast magical powers can overcome any mystery. They should be <em>encouraged</em> to use their power. To quote spiderman's uncle: "With great power, comes great responsibility."</p><p></p><p></p><p>Good advice, thanks! In the adventure, attacking any single NPC causes the battle to quickly escalate, with followers entering the fray, monsters being summoned, betrayal, the authorities coming to bear, personal challenges issued, etc. Combat at this level should shake an entire city!</p><p></p><p></p><p>This brings up a great point, Vascant. Powerful NPCs don't just respond; they have agendas and timelines of their own. And they'll attempt to remove any opposition in their way through a variety of tactics.</p><p></p><p>Any other advice or thoughts?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2421700, member: 20323"] Great advice guys! That's [i]exactly[/i] what I'm going for. An adventure with big stakes, without being over the top, big personalities, and major consequences. I think this would be a good influence on 3e, which I so often hear gets bogged down in high-level tactical combat. Instead of writing adventures to a lowest common denominator, they should be written to inspire and encourage! Totally! Right on! Taking away a PC's abilities totally negates their hard work to get them. I'm hoping to craft this adventure where its precisely the PCs unique and powerful abilities that get them into the situation and make them stand out. Someone once pointed out to me that high-level 3e play is a lot more like comic book superheroes, whose vast magical powers can overcome any mystery. They should be [i]encouraged[/i] to use their power. To quote spiderman's uncle: "With great power, comes great responsibility." Good advice, thanks! In the adventure, attacking any single NPC causes the battle to quickly escalate, with followers entering the fray, monsters being summoned, betrayal, the authorities coming to bear, personal challenges issued, etc. Combat at this level should shake an entire city! This brings up a great point, Vascant. Powerful NPCs don't just respond; they have agendas and timelines of their own. And they'll attempt to remove any opposition in their way through a variety of tactics. Any other advice or thoughts? [/QUOTE]
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Advice to a GM writing high-level adventures
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