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Challenging PCs in a world that make sense?
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<blockquote data-quote="fuindordm" data-source="post: 1712752" data-attributes="member: 5435"><p><strong>High-level adventures</strong></p><p></p><p>I find that Raymod Feist's novels do a good job of segregating the kinds of challenges faced by high-level and low-level characters. In the Serpentwar </p><p>Saga, some of the challenges completed by the epic-level party include:</p><p></p><p>* locating a person or gathering information in alien/hostile environments</p><p>* getting close enough to the Big Bad guy to figure out what kind of Power is</p><p>behind the war, and escaping alive</p><p>* starting a movement to ressurect a dead god</p><p>* fighting an avatar of a powerful evil god</p><p>* returning a demigod to the mortal level</p><p>* unmaking a powerful artifact</p><p>* journeying to the beginning of time to solve an ancient enigma</p><p>* generally figuring out what the hell is going on in the cosmic sense, and</p><p> what can be done to stop it.</p><p></p><p>On the other hand, some of the more realistic characters face challenges like:</p><p>* escaping (or failing to escape) a manhunt</p><p>* masquerading as a mercenary company in hostile territory</p><p>* starting a successful business/nation</p><p>* protecting their business/nation from hostile takeovers</p><p>* preventing an assassination.</p><p></p><p>I think there are two key points to high-level play:</p><p>1) Characters with great power grow more constrained by their responsibilities.</p><p>If they have somehow managed not to acquire any, they should be under great</p><p>pressure to choose a side or affiliation. No one likes a loose cannon.</p><p></p><p>2) Interesting adventures for high-level characters should *require* the use of</p><p>their highest-level abilities to get anywhere at all. If the party is capable of</p><p>plane shifting, this shouldn't just be a convenient escape route--they should</p><p>start to become involved in the struggles between higher powers and need planar</p><p>travel to accomplish their goals.</p><p></p><p>--Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 1712752, member: 5435"] [b]High-level adventures[/b] I find that Raymod Feist's novels do a good job of segregating the kinds of challenges faced by high-level and low-level characters. In the Serpentwar Saga, some of the challenges completed by the epic-level party include: * locating a person or gathering information in alien/hostile environments * getting close enough to the Big Bad guy to figure out what kind of Power is behind the war, and escaping alive * starting a movement to ressurect a dead god * fighting an avatar of a powerful evil god * returning a demigod to the mortal level * unmaking a powerful artifact * journeying to the beginning of time to solve an ancient enigma * generally figuring out what the hell is going on in the cosmic sense, and what can be done to stop it. On the other hand, some of the more realistic characters face challenges like: * escaping (or failing to escape) a manhunt * masquerading as a mercenary company in hostile territory * starting a successful business/nation * protecting their business/nation from hostile takeovers * preventing an assassination. I think there are two key points to high-level play: 1) Characters with great power grow more constrained by their responsibilities. If they have somehow managed not to acquire any, they should be under great pressure to choose a side or affiliation. No one likes a loose cannon. 2) Interesting adventures for high-level characters should *require* the use of their highest-level abilities to get anywhere at all. If the party is capable of plane shifting, this shouldn't just be a convenient escape route--they should start to become involved in the struggles between higher powers and need planar travel to accomplish their goals. --Ben [/QUOTE]
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