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Challenging PCs in a world that make sense?
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<blockquote data-quote="CarlZog" data-source="post: 1712812" data-attributes="member: 11716"><p>As you indicated, you need to create a coherent world. Create a world that continues about its business in the absence of the PCs. The dark rumors they hear at first level could develop into a full-scale evil invasion by the time they're at 15th level -- and they'll be prepared to take a commanding role in thwarting the threat. Or perhaps the threat is already imminent and the role they play in it changes as they progress.</p><p> </p><p>It helps, I think, to draw from real world examples. Imagine the difference between the kind of challenges facing a rookie cop on the beat in a small town and the challenges facing an army general with 30 years experience.</p><p> </p><p>One aspect of character development that seems to have fallen aside in 3e is the development of castles and strongholds. By the time your PCs are at 15th level, are they still running around by themselves killing miscellaneous bad guys and taking their stuff? Or have they used the loot from their early adventures to develop bases of operation? Becoming landed gentry does not mean a retirement from the adventuring life, but it may mean changes in the types of adventures they're having. Instead of saving the village from ogres, they're defending their own turf. It's up to you whether that means leading their troops into battle to take over a neighboring country, or sorting out threats from within (castle intrigue makes for great stuff). As Henry pointed out, there are plenty of opportunities in these larger scale adventures for high-level characters to use their skills.</p><p> </p><p>On an entirely separate note, I'll say changing your rules system may also help. While I'm not excusing the lack of creativity that generates the type of adventures you're trying to avoid, I do think D&D's escalating hit point system and ramp up of skills and abilities helps breed the "same scene, bigger monsters" phenomenon.</p><p> </p><p>zog</p></blockquote><p></p>
[QUOTE="CarlZog, post: 1712812, member: 11716"] As you indicated, you need to create a coherent world. Create a world that continues about its business in the absence of the PCs. The dark rumors they hear at first level could develop into a full-scale evil invasion by the time they're at 15th level -- and they'll be prepared to take a commanding role in thwarting the threat. Or perhaps the threat is already imminent and the role they play in it changes as they progress. It helps, I think, to draw from real world examples. Imagine the difference between the kind of challenges facing a rookie cop on the beat in a small town and the challenges facing an army general with 30 years experience. One aspect of character development that seems to have fallen aside in 3e is the development of castles and strongholds. By the time your PCs are at 15th level, are they still running around by themselves killing miscellaneous bad guys and taking their stuff? Or have they used the loot from their early adventures to develop bases of operation? Becoming landed gentry does not mean a retirement from the adventuring life, but it may mean changes in the types of adventures they're having. Instead of saving the village from ogres, they're defending their own turf. It's up to you whether that means leading their troops into battle to take over a neighboring country, or sorting out threats from within (castle intrigue makes for great stuff). As Henry pointed out, there are plenty of opportunities in these larger scale adventures for high-level characters to use their skills. On an entirely separate note, I'll say changing your rules system may also help. While I'm not excusing the lack of creativity that generates the type of adventures you're trying to avoid, I do think D&D's escalating hit point system and ramp up of skills and abilities helps breed the "same scene, bigger monsters" phenomenon. zog [/QUOTE]
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