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Avoiding High Level Play - Player or DM Preference?
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<blockquote data-quote="Flamestrike" data-source="post: 7798685" data-attributes="member: 6788736"><p>I find it tends to be DM 'Burnout'. Immediately following the PCs using a combination of high level abilities the DM hadnt forseen due to rarely Dming past a certain level and lacking experience.</p><p></p><p>Players advance to a level past 7th or so, and gain access to new abilities that thwart the DM's plan in ways he hadnt forseen (due to previously rage-quitting a campaign when a similar thing happened) and he then proceeds to rage-quit citing burn out.</p><p></p><p>It usually goes with the DM still creating adventures with the abilities of low level PCs in mind. A classic example is a tower with multiple levels, each level with an encounter, and special keys that must be won to advance to the next level, that the PCs have to storm to get the the BBEG, designed for mid level PCs.</p><p></p><p>The adventure starts, and the PCs disintegrate the tower, teleport to the final room, cast earthquake or rock to mud and topple it or one of a dozen other things wrecking the adventure in around 5 minutes.</p><p></p><p>I've seen it a billion times; the DM then has to resort to a lot of fiat 'that doesnt work' or 'nope' or 'anti-magic' or similar shennanigans to thwart it.</p><p></p><p>naughty word escalates, and a DM rage quit happens not long afterwards.</p><p></p><p>Of course, by quitting campaigns when this stuff happens, the DM<em> misses the experience of dealinig with high level abilities</em>. And the reason he screwed up in his adventure design in the first place by not accounting for those abilities, is because he has no experience with them.</p><p></p><p>We've all done it as DM's. Been caught out by a newly acquired spell or ability that we hadnt factored in. Sometimes that's OK; new abilities are to be rewarded (and they themselves are rewards for defeating previous challenges); you congratulate the player and improvise. But sometimes they can derail a session, adventure or even entire campaign in major ways.</p><p></p><p>My advice to every DM is to <strong>stick with it.</strong> Keep going with the campaign. Learn what high level PCs can do. It's only after you've run a few such campaigns to high level, that you become familiar with those tricks, spells, abilities and shenanigans and can factor them into your adventure design organically.</p><p></p><p>Every DM knows how to DM low level PCs. Very few know how to DM high level PCs.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7798685, member: 6788736"] I find it tends to be DM 'Burnout'. Immediately following the PCs using a combination of high level abilities the DM hadnt forseen due to rarely Dming past a certain level and lacking experience. Players advance to a level past 7th or so, and gain access to new abilities that thwart the DM's plan in ways he hadnt forseen (due to previously rage-quitting a campaign when a similar thing happened) and he then proceeds to rage-quit citing burn out. It usually goes with the DM still creating adventures with the abilities of low level PCs in mind. A classic example is a tower with multiple levels, each level with an encounter, and special keys that must be won to advance to the next level, that the PCs have to storm to get the the BBEG, designed for mid level PCs. The adventure starts, and the PCs disintegrate the tower, teleport to the final room, cast earthquake or rock to mud and topple it or one of a dozen other things wrecking the adventure in around 5 minutes. I've seen it a billion times; the DM then has to resort to a lot of fiat 'that doesnt work' or 'nope' or 'anti-magic' or similar shennanigans to thwart it. naughty word escalates, and a DM rage quit happens not long afterwards. Of course, by quitting campaigns when this stuff happens, the DM[I] misses the experience of dealinig with high level abilities[/I]. And the reason he screwed up in his adventure design in the first place by not accounting for those abilities, is because he has no experience with them. We've all done it as DM's. Been caught out by a newly acquired spell or ability that we hadnt factored in. Sometimes that's OK; new abilities are to be rewarded (and they themselves are rewards for defeating previous challenges); you congratulate the player and improvise. But sometimes they can derail a session, adventure or even entire campaign in major ways. My advice to every DM is to [B]stick with it.[/B] Keep going with the campaign. Learn what high level PCs can do. It's only after you've run a few such campaigns to high level, that you become familiar with those tricks, spells, abilities and shenanigans and can factor them into your adventure design organically. Every DM knows how to DM low level PCs. Very few know how to DM high level PCs. [/QUOTE]
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