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Breadth vs Depth: Is D&D designed the wrong way around?
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<blockquote data-quote="UngainlyTitan" data-source="post: 9051894" data-attributes="member: 28487"><p>I feel that the OP is trying to design a solution to a problem that is not a design problem.</p><p>It is more of a cultural problem, established practise in the hobby is that campaigns start at level 1 or level 3 and proceed from there. This results in a natural breakup of a campaign at around the time that the party have reached somewhere from levels 7 to 15.</p><p>This also meant that module and adventure path creators starting designing their product to cater to this fact.</p><p></p><p>Now, I believe that the reason for these limits were that the majority of games were face to face and small groups. Small groups, I believe, encourage a more protagonist style suited to the modern Adventure Path. </p><p>A more club orientated West Marches style campaign, would eventually see more high level play.</p><p>Online play will also enable longer campaigns as the logistics of getting the group together is much easier. </p><p></p><p>However, now the short AP is kind of locked in and this limits high level play. The issue here, is (both in my opinion and my limited experience) the lack of material and guidance for high level play is, that groups that attempt high level play have DMs that lack experience in creating their own material, so there is that issue. The game has pretty poor official advice on encounter creation and the gaming population has a diversity of views as to encounter balance.</p><p> The game is pretty gonzo at high levels, some people do not like gonzo.</p><p>All of this means that the first time one tries high level play the experience is likely to be unsatisfactory. More material would encourage experimentation.</p><p></p><p>From a designer perspective the best way to encourage high level play is to write adventure that cover high levels. In particular adventure paths that start higher than level 3. Level 5 to 12 and level 7 to 16 APs would be very helpful in breaking groups out of low level play.</p><p>Add in some AP for levels 12 to 20 and you are golden.</p><p>These would not be bigger time commitments than the current APs, get people playing high level play and when survey time comes around people commenting on high level powers and encounter building would have some real experience to call upon.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 9051894, member: 28487"] I feel that the OP is trying to design a solution to a problem that is not a design problem. It is more of a cultural problem, established practise in the hobby is that campaigns start at level 1 or level 3 and proceed from there. This results in a natural breakup of a campaign at around the time that the party have reached somewhere from levels 7 to 15. This also meant that module and adventure path creators starting designing their product to cater to this fact. Now, I believe that the reason for these limits were that the majority of games were face to face and small groups. Small groups, I believe, encourage a more protagonist style suited to the modern Adventure Path. A more club orientated West Marches style campaign, would eventually see more high level play. Online play will also enable longer campaigns as the logistics of getting the group together is much easier. However, now the short AP is kind of locked in and this limits high level play. The issue here, is (both in my opinion and my limited experience) the lack of material and guidance for high level play is, that groups that attempt high level play have DMs that lack experience in creating their own material, so there is that issue. The game has pretty poor official advice on encounter creation and the gaming population has a diversity of views as to encounter balance. The game is pretty gonzo at high levels, some people do not like gonzo. All of this means that the first time one tries high level play the experience is likely to be unsatisfactory. More material would encourage experimentation. From a designer perspective the best way to encourage high level play is to write adventure that cover high levels. In particular adventure paths that start higher than level 3. Level 5 to 12 and level 7 to 16 APs would be very helpful in breaking groups out of low level play. Add in some AP for levels 12 to 20 and you are golden. These would not be bigger time commitments than the current APs, get people playing high level play and when survey time comes around people commenting on high level powers and encounter building would have some real experience to call upon. [/QUOTE]
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