Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
D&D @ High Levels = No Problem?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4223088" data-attributes="member: 710"><p>I applaud your ability to run high level campaigns, and in fact I even envy you.</p><p>That said, I think the Adventure Path we ran worked pretty well, even at high levels. (Well, at least I think Banewarrens and Shackled City were pretty successful. Age of Worms was a disaster for us, due to continual high lethality, and the DM seemingly incapable of using the adventure path correctly.)</p><p></p><p>Problems begin if someone has (or at least: If I have) to create a long-running campaign. </p><p></p><p>1) Ability to create a continous, compelling storyline to entertain both the players and myself. I had some high level ideas for D&D, Dragonstar and Arcana Evolved, but somehow I never managed to see it through the end. I think it might be a multitude of other factors, but I think one problem of me is that I try to have an idea where a campaign will lead up to, but somehow don't manage it well to convey this to the players. It's not that they are disrupting my railroad attempts <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />, it's more like what I have in my mind doesn't come out as good in real play. Though I am not seeing this change much with a different game system...</p><p></p><p>2) Preperation for high levels. Creating NPCs takes a lot of time, at least it used to, when I was still trying to do it all "by the books", optimizing skill points to model my idea of the NPC perfectly to the game rules (going all simulationist), even though I knew the PCs would see the NPC only once, during a violent meeting (some refer to it as combat). Stupid me. </p><p></p><p>3) General gameplay at high levels. I don't enjoy the "instant death" effects that come as Save or Dice or just massive damage in surprise rounds. I just don't like the Save or Die/Ressourection Cycle at higher levels. As a DM, it's not so bad. I can pull the punches if it appears as if the PCs are close to death. But as a player, I don't have this control. </p><p>The Death & Life Cycle ensures that my hard earned XP and GP are for nothing, and the likelyhood of my next death has just increased, but its meaning has been diminished greatly.</p><p></p><p></p><p>I think it is a good strategy to run published modules and just adjust them as you see fit. It is less work, and usually, the important stuff is taking care of you.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4223088, member: 710"] I applaud your ability to run high level campaigns, and in fact I even envy you. That said, I think the Adventure Path we ran worked pretty well, even at high levels. (Well, at least I think Banewarrens and Shackled City were pretty successful. Age of Worms was a disaster for us, due to continual high lethality, and the DM seemingly incapable of using the adventure path correctly.) Problems begin if someone has (or at least: If I have) to create a long-running campaign. 1) Ability to create a continous, compelling storyline to entertain both the players and myself. I had some high level ideas for D&D, Dragonstar and Arcana Evolved, but somehow I never managed to see it through the end. I think it might be a multitude of other factors, but I think one problem of me is that I try to have an idea where a campaign will lead up to, but somehow don't manage it well to convey this to the players. It's not that they are disrupting my railroad attempts ;), it's more like what I have in my mind doesn't come out as good in real play. Though I am not seeing this change much with a different game system... 2) Preperation for high levels. Creating NPCs takes a lot of time, at least it used to, when I was still trying to do it all "by the books", optimizing skill points to model my idea of the NPC perfectly to the game rules (going all simulationist), even though I knew the PCs would see the NPC only once, during a violent meeting (some refer to it as combat). Stupid me. 3) General gameplay at high levels. I don't enjoy the "instant death" effects that come as Save or Dice or just massive damage in surprise rounds. I just don't like the Save or Die/Ressourection Cycle at higher levels. As a DM, it's not so bad. I can pull the punches if it appears as if the PCs are close to death. But as a player, I don't have this control. The Death & Life Cycle ensures that my hard earned XP and GP are for nothing, and the likelyhood of my next death has just increased, but its meaning has been diminished greatly. I think it is a good strategy to run published modules and just adjust them as you see fit. It is less work, and usually, the important stuff is taking care of you. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
D&D @ High Levels = No Problem?
Top