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Boredom in "Zero to Hero" Campaigns
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<blockquote data-quote="THEMNGMNT" data-source="post: 8060626" data-attributes="member: 6809274"><p>This is an interesting thread. I often hear people complaining that they're sick of "save the world" plots and wish D&D were a little bit more grounded. But sometimes I hear complaints like that of the OP, where people say it takes too long to reach "save the world" levels. </p><p></p><p>There are three issues here that overlap significantly:</p><ol> <li data-xf-list-type="ol"><strong>Personal preference. </strong>Some players want high stakes adventures early, some want them eventually, and some don't want them at all. Each of those preferences are perfectly valid.</li> <li data-xf-list-type="ol"><strong>The mechanics. </strong>D&D's level-based advancement and design definitely creates a "zero to hero" arc for characters, which then gets mirrored in adventure design -- for better or worse.</li> <li data-xf-list-type="ol"><strong>Adventure design. </strong>Most (but not all) low level adventures have low stakes. But they don't have to. The original Star Wars movie is a great model for a high-stakes, low-level adventure. </li> </ol><p>I think the solution to the OP's "problem" is simply to find reasons for low level characters to get involved in high stakes adventures. That's difficult, but not impossible. I would argue that WotC has already done it with Dragon Heist -- while flawed, it clearly is a low level adventure with high stakes.</p></blockquote><p></p>
[QUOTE="THEMNGMNT, post: 8060626, member: 6809274"] This is an interesting thread. I often hear people complaining that they're sick of "save the world" plots and wish D&D were a little bit more grounded. But sometimes I hear complaints like that of the OP, where people say it takes too long to reach "save the world" levels. There are three issues here that overlap significantly: [LIST=1] [*][B]Personal preference. [/B]Some players want high stakes adventures early, some want them eventually, and some don't want them at all. Each of those preferences are perfectly valid. [*][B]The mechanics. [/B]D&D's level-based advancement and design definitely creates a "zero to hero" arc for characters, which then gets mirrored in adventure design -- for better or worse. [*][B]Adventure design. [/B]Most (but not all) low level adventures have low stakes. But they don't have to. The original Star Wars movie is a great model for a high-stakes, low-level adventure. [/LIST] I think the solution to the OP's "problem" is simply to find reasons for low level characters to get involved in high stakes adventures. That's difficult, but not impossible. I would argue that WotC has already done it with Dragon Heist -- while flawed, it clearly is a low level adventure with high stakes. [/QUOTE]
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