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DM Seminar in #dnd3e! This session's topic: High Level Gaming!
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<blockquote data-quote="Breakstone" data-source="post: 1403136" data-attributes="member: 481"><p>March 1, 2004: DM Workshop: High Level Gaming and Cut Scenes, hosted by Tsunami</p><p></p><p>Tsunami> dm workshop time!</p><p></p><p>* Velvet cheers</p><p></p><p>Tsunami> Hullo hullo hullo folks!</p><p></p><p>Neko_Ali> that's it, no more cooking. Let's see who's DMing reigns supreme!</p><p></p><p>Tsunami> And welcome to the Second Bi (or is it Tri?)- Weekly DM Workshop!</p><p></p><p>* Seri pouncer tackles huggles Tsunami ,meow! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Tsunami> For those new here, the DM Workshop is an "on topic" chat discussion</p><p></p><p>Tsunami> About whatever DMing topic we find appropriate</p><p></p><p>Tsunami> But if the "off-topic" bug bites</p><p></p><p>Tsunami> You can always talk about other things in #peanutgallery</p><p></p><p>Warmaster_Horus> hello</p><p></p><p>* ColonelThread waves</p><p></p><p>Tsunami> Welcome Horus, Colonel</p><p></p><p>Tsunami> Just in time</p><p></p><p>Tsunami> Before we get to tonight's main topic</p><p></p><p>Warmaster_Horus> Interesting trivia, one of the alternate names for Army of Darkness is "Captain Supermarket"</p><p></p><p>* Nichar casts summon ryand ix</p><p></p><p>KingOfLaw> Sledge as in CommandoSledge?</p><p></p><p>Tsunami> So before tonight's main topic, I'd like to ask:</p><p></p><p>Tsunami> Does anyone have any DM-related issues they'd like to discuss?</p><p></p><p>Warmaster_Horus> use of FX in the game</p><p></p><p>Sledge> King: yes</p><p></p><p>KingOfLaw> Heya <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Warmaster_Horus> Verbose or brief descriptions</p><p></p><p>Tsunami> What do you mean by "FX," horus?</p><p></p><p>Tsunami> ah, i see</p><p></p><p>Tsunami> heh</p><p></p><p>* KingOfLaw is a member of the D20 PrC mailing list <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Bibliophile> well, a side question related to the main topic, i'm going to be starting a high level campaign soon, and i've been wondering about any tips on introducing players to high levels</p><p></p><p>Sledge> ahh cool</p><p></p><p>Tsunami> Sounds good, Bibliophile</p><p></p><p>Warmaster_Horus> How high?</p><p></p><p>Nichar> KingOfLaw: There is such a list?</p><p></p><p>Bibliophile> 15 start</p><p></p><p>Tsunami> How many people use short descriptions of each attack in combat?</p><p></p><p>* Bibliophile tries to</p><p></p><p>Warmaster_Horus> depends on the pace of the combat</p><p></p><p>Silveras> Define "short" <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=";)" /></p><p></p><p>* Mugzug does for all monsters, until the general idea is conveyed</p><p></p><p>Sledge> My wife and I have level 37 characters....</p><p></p><p>* Psion is the owner of said mailing list</p><p></p><p>Tsunami> I usually give at least a brief description</p><p></p><p>Nichar> Psion: Cool. How do I get to it?</p><p></p><p>Tsunami> Say, "You chop into the lizardman's chest"</p><p></p><p>Tsunami> For the "final kill" I usually give a lengthy description</p><p></p><p>Tsunami> SOmething like:</p><p></p><p>* Geist Knowcks out psion, hides him behind the plants and takes his place on the judging panel</p><p></p><p>Warmaster_Horus> Brief description, sound FX and gestures are standard in my games</p><p></p><p>Psion> Ni - are you on yahoo groups?</p><p></p><p>Nichar> yes sir</p><p></p><p>Nichar> several</p><p></p><p>Tsunami> "Your axe flies through the air, burying itself in its chest. Black viscous blood splashes to the ground as it gives out a final hiss and collapses."</p><p></p><p>Psion> I think the proper title is d20 PrC. lemme check the join address</p><p></p><p>Nichar> ok</p><p></p><p>Psion> <a href="http://groups.yahoo.com/group/D20_prestige_classes/" target="_blank">http://groups.yahoo.com/group/D20_prestige_classes/</a></p><p></p><p>KingOfLaw> Tsunami: I usually let my players do that, especially if its an online game.</p><p></p><p>Bibliophile> what about descriptions of rooms/areas?</p><p></p><p>Tsunami> KingOfLaw- while at first it was just me describing things as a DM, the players have started to as well</p><p></p><p>Tsunami> Bibliophile- good point</p><p></p><p>Bibliophile> how much is too much?</p><p></p><p>Nichar> Psion: Thanks.</p><p></p><p>Warmaster_Horus> Usually verbose, unless the players are in a hurry</p><p></p><p>Tsunami> Sometimes, when using maps, I find myself skipping descriptions</p><p></p><p>Tsunami> Although I do try to reinforce certain details</p><p></p><p>Psion> I remember getting verbose about a killing crit with a spiked chain and I grossed my players out</p><p></p><p>KingOfLaw> Bibliophile: Well, you don't want to describe something the PCs are supposed to find on their own <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Tsunami> Say, "You make your way through the many stalagmites to the other side of the cavern."</p><p></p><p>Mugzug> I find I often say what the 'verbal' or 'somatic' or 'material' actions are in spells. Especially if players fail the spellcraft check to 'clue' them in on what is going on.</p><p></p><p>KingOfLaw> Grossing players out is part of the fun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Tsunami> Psion- Heh, I had that when a mind flayer popped another illithid's head and sucked out his brains</p><p></p><p>Warmaster_Horus> hi Kal</p><p></p><p>Warmaster_Horus> heh heh</p><p></p><p>Silveras> I like the new format in the latest Dungeon ... brief notes on what can be seen ,heard, smelled, etc. Paraphrase that, and you should be good. </p><p></p><p>Kalanyr> hello pita <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Kalanyr> how long till hte DM workshop ?</p><p></p><p>Tsunami> It's a good idea, Silveras</p><p></p><p>Tika> 10 minutes ago, you missed it <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=";)" /></p><p></p><p>Silveras> Until the pick something to look at more closelym that is. </p><p></p><p>Tsunami> Kalarnyr- 10 minutes ago!</p><p></p><p>KingOfLaw> It started 11 minutes ago <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Tsunami> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Silveras> That's when I'd start giving details. </p><p></p><p>Tsunami> Do you folks ever use NPC's to get characters to notice things?</p><p></p><p>Tsunami> I must admit I'm guilty of it</p><p></p><p>Warmaster_Horus> sometimes</p><p></p><p>KingOfLaw> heh</p><p></p><p>Silveras> A format like that appeared in an OLD Dragon magazine, before Dungeon came out. </p><p></p><p>Warmaster_Horus> but in what context are you refering to using NPCs</p><p></p><p>KingOfLaw> I had a bumbling old wizard trip and fall over a body in the dark, once.</p><p></p><p>Tsunami> Such as: "Keith, your Giant Eagle companion Lia suddenly says, 'Hey, did you notice anything weird about that column?"</p><p></p><p>Tsunami> Heh, that's funny KoL</p><p></p><p>Silveras> Heh ... my last party refused to take Spot or Search. They recruited an NPC Thief to do it for them. </p><p></p><p>DWizard> I've been know to have NPCs die in nasty ways to highlight the danger to the adventurers.</p><p></p><p>Tsunami> Ha ha ha</p><p></p><p>Warmaster_Horus> Not really but, I have had an NPC yell "Game over man! Game over!" and run headfirst into a lethal trap</p><p></p><p>Silveras> A party I currently play in has a Sorcerer with a net Spot of -2. His Hawk familiar (Spot +6) does most of that work for him. </p><p></p><p>Sutekh> So with high level games.. is it preferably as a GM to start the game off not so high and let the characters build friendships up to get to the high level.. or start them high and then see if they can form the same bonds?</p><p></p><p>Warmaster_Horus> well hi head kpt going</p><p></p><p>Warmaster_Horus> his</p><p></p><p>Tsunami> Sutekh- I enjoy starting at the lower levels</p><p></p><p>Tsunami> Building bonds and story arcs</p><p></p><p>Warmaster_Horus> Sutekh: I prefer the 1st one... but around lvl 1-5</p><p></p><p>Tsunami> I've never started a campaign above 1st level, in fact</p><p></p><p>Sutekh> and if you start them out pretty high.. would you get complaints about everyone not having 5 magical items each?</p><p></p><p>Tsunami> But I could see starting the campaign in media res</p><p></p><p>Psion> So, anyone heard anything about Encyclopedia Psionica: worldshapers?</p><p></p><p>Mugzug> Tsunami: Ever consider using wisdom or intelligence checks in case the PC's miss something?</p><p></p><p>Bibliophile> tsunami: what do you mean "in media res" ?</p><p></p><p>Tsunami> In the middle of things, Bibliophile</p><p></p><p>Mugzug> I usually pick the PC with the highest wis or int, and roll a DC 15-25 check (depending on obscurity) to see if they notice the missed key detail.</p><p></p><p>Bibliophile> ahh</p><p></p><p>Tsunami> MugZug- that's a good idea</p><p></p><p>ascendance> People I game with always have at least one person max out listen/spot.</p><p></p><p>* KingOfLaw thinks Horus watched Aliens too much <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>ascendance> Its amazing the people you game with don't.</p><p></p><p>Mugzug> Then I pass the note if they make it.</p><p></p><p>Sutekh> Tsunami: If you start of low to get to high. How long will that take?</p><p></p><p>Sutekh> level every game?</p><p></p><p>Sutekh> every 2 games?</p><p></p><p>ascendance> People I game with tend to forget stuff like Disable Device <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Ostler> If you start them around 10th level they can balance cool items with time to develop relationships before going epic</p><p></p><p>Sledge> Sutekh if characters want to start at high levels it is often effective to have them meet only then</p><p></p><p>Tsunami> Sutekh- well, my game went for about a year, and the characters reached 10th level</p><p></p><p>Sutekh> k</p><p></p><p>Sutekh> Well Im in game.</p><p></p><p>ascendance> My party's around 10th level, and its going for about 2 months.</p><p></p><p>Tsunami> wow</p><p></p><p>Sutekh> Ive been playing roughly every week for about a Year or so more</p><p></p><p>ascendance> They started around 7-8.</p><p></p><p>Sutekh> and im 6th</p><p></p><p>ascendance> They started around 7. And they're around 10 or 11, actually.</p><p></p><p>Sutekh> mid range towards 7th</p><p></p><p>Sledge> Sutekh 52 + games?</p><p></p><p>Sutekh> yup</p><p></p><p>Sledge> how long do you play?</p><p></p><p>ascendance> People I game with prefer fast advancement.</p><p></p><p>Sutekh> 4-5 hour sessions</p><p></p><p>ascendance> 3-4 hour sessions, but sometimes twice in weekend.</p><p></p><p>Sledge> and how many encounters?</p><p></p><p>Sutekh> lol</p><p></p><p>Psion> Anyone have dawnforge?</p><p></p><p>Sutekh> how am I supposed to remember</p><p></p><p>Tsunami> We have 7 hour sessions on average</p><p></p><p>Sutekh> ...um</p><p></p><p>Sledge> guess. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Sutekh> perhaps 2 encounters</p><p></p><p>Sutekh> maybe occasoinaly 1</p><p></p><p>Sutekh> sometimes 3</p><p></p><p>Sutekh> But rarely</p><p></p><p>Tsunami> So who here has actually DMd or played in High Level Games?</p><p></p><p>Tsunami> We'll say "Above 10th level" for high level</p><p></p><p>ascendance> I have.</p><p></p><p>Warmaster_Horus> I have</p><p></p><p>Sutekh> not me</p><p></p><p>heimdall> I have.</p><p></p><p>Psion> We gather for about 6 hours but BS for half of it. <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=";)" /></p><p></p><p>DWizard> I have</p><p></p><p>Sutekh> My highest level was 10th level Drow Invoker</p><p></p><p>* Dredge hasn't</p><p></p><p>* Velvet says nope</p><p></p><p>Ostler> I run a game that started at 10th and when we restart will be at 20th</p><p></p><p>Sledge> so 30 hours per level and 15 encounter</p><p></p><p>Bibliophile> i will be running one soon <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>ascendance> I played an Epic level game.</p><p></p><p>Psion> My last 3e campaign got to 22nd level</p><p></p><p>Warmaster_Horus> But I was the only high level, I had a PC at lvl 15, while the others had 2-9</p><p></p><p>Sledge> roughly 4 times as slow as "normal"</p><p></p><p>Silveras> My players managed to get a TPK well before 10th level. Every time. </p><p></p><p>Ostler> there are 5-6 players, some playing 2 characters</p><p></p><p>Silveras> 9th is their highest, historically. <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=";)" /> 2nd Edition. </p><p></p><p>ascendance> When my party gets too high level, I'll just send them off into Planescape.</p><p></p><p>Sledge> ran some 2e high level...</p><p></p><p>Sutekh> I dont tend to like that</p><p></p><p>Sutekh> people playing 2 characters at same time</p><p></p><p>Sledge> a little 3rd</p><p></p><p>Tsunami> What do you find is the main difference between "High Level Adventuring" and "Low Level Adventuring?"</p><p></p><p>* Mugzug is dming high level</p><p></p><p>Sutekh> Money</p><p></p><p>Sutekh> Im always poor.</p><p></p><p>Warmaster_Horus> Scope of things</p><p></p><p>Psion> Started at 1st as a 2e game, converted to 3e at 2nd level, advanced to 22nd level over 2 years</p><p></p><p>ascendance> The annoying complexity of creating and running encounters.</p><p></p><p>DWizard> Transportation and spells</p><p></p><p>Sledge> currently me and my wife semi-free form with our 30 somethings chars.</p><p></p><p>Mugzug> The fact that you have to think about general 'situations' as opposed to encounters overall.</p><p></p><p>Silveras> I agree.. transportation and magical answers to mundane obstacles. </p><p></p><p>Ostler> Transportation and gathering information</p><p></p><p>ascendance> Transportation is a big one. But I always think of transportation as a good thing.</p><p></p><p>Psion> Biggest Problem With High level adventures: Iterative Attacks!</p><p></p><p>Sutekh> the fact that some characters can fly and others are still riding their original horses <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Warmaster_Horus> Low level adventuring usually involves an area the size of a state ost of the time IME, high level ones have global scope consequence</p><p></p><p>Tsunami> I agree</p><p></p><p>Warmaster_Horus> most</p><p></p><p>ascendance> Maybe its because I play a lot of modern games, and like the options involved in having lots of travel.</p><p></p><p>Tsunami> What techniques do you think have to change between DMing low level adventures and high level adventures?</p><p></p><p>ascendance> Many people see fast travel as a bad thing. I think its a good thing.</p><p></p><p>Sutekh> That is a good point those asc</p><p></p><p>Sutekh> All of this has been about Fantasy high level games</p><p></p><p>ascendance> Greater familiarity with the rules is a big one, Tsu.</p><p></p><p>Sutekh> What about modern high level games</p><p></p><p>Sutekh> or sci fi high level games</p><p></p><p>Silveras> Villains need to be savvier about their spells. </p><p></p><p>Tsunami> Ascendance- I agree with the fast travel = good comment</p><p></p><p>Bibliophile> how much harder is it actually to "stay ahead" of the players?</p><p></p><p>Mugzug> Using nondection, nystuls magic aura, and actually knowing what your npc's can do.</p><p></p><p>Psion> Greater willingness to wing it. <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=";)" /></p><p></p><p>heimdall> Tsunami: more intelligent enemies in general... there is a reason they are high level.</p><p></p><p>Warmaster_Horus> Tsunami: Bigger things... Bigegr plots, bigger villains, bigger consquences... You need to work those out before plunging into the game</p><p></p><p>Psion> Having strategic villains</p><p></p><p>Ostler> High level bad guys don't survive to be high level without being intelligent.</p><p></p><p>DWizard> High level adventures require more planning</p><p></p><p>Silveras> The TPKs I mentioned often happened because the PLAYERS failed to adjust their tactics to the changing nature of their opponents. </p><p></p><p>Sutekh> i think it forces Gms to do more work. High level characters means the gm cant just rock up to a game and make it up. Gotta do some prep or the players are gonna go so far outside the box they will find their own box</p><p></p><p>Sledge> economics are big</p><p></p><p>Tsunami> From reading online I find that the entire nature of the "adventure" changes</p><p></p><p>Warmaster_Horus> And players in high-level games have bigger effect on their enviroment since their powers are geometrically greater</p><p></p><p>Tsunami> Instead of raiding a dungeon to save the princess</p><p></p><p>Mugzug> Also picking your spells is a major problem. A lot of high level wizards are not going to use offensive 1st through 4th level spells due to saves. I try to find my buff spells in that area.</p><p></p><p>Tsunami> You're summoning armies to save an entire race</p><p></p><p>Sledge> with Epic there is rarely an actual "adventure" unless a dungeon is entered.</p><p></p><p>ascendance> Sutekh: That's a big problem with high level. However, I think that's just part of a problem with D&D and D20 in general. Its much easier to run, say, Amber or Hero Wars at high levels with less prep.</p><p></p><p>Warmaster_Horus> Indeed</p><p></p><p>Sutekh> Tsumai: Not neccesarily. I fought Kobold and ORcs at level 1. Im still fighting them at level 5 and 6</p><p></p><p>DWizard> Hats off to Amber for high level play</p><p></p><p>ascendance> The problem with high level really is prep.</p><p></p><p>tecnowraith> hello</p><p></p><p>ascendance> At the same time, its harder to prep, because players can go more places and do wierder stuff.</p><p></p><p>Tsunami> Well what techniques do you think a DM can use to help prepare for High Level games?</p><p></p><p>Psion> Anyone ever read my Drow thread?</p><p></p><p>heimdall> Sutekh: My players were afraid of kobold hordes when they were 2nd. Now they're afraid of a new tribe of kobold psions and the PCs are 7th. </p><p></p><p>Tsunami> Welcome to the DM Workshop, Technowraith!</p><p></p><p>Bibliophile> do you have any tips for introducing players to high level plots?</p><p></p><p>tecnowraith> I remembered this time</p><p></p><p>Sutekh> Heimdall: I dont think its right to just put down a monster when there is no reason for monster to be there</p><p></p><p>Psion> "Players meet plot; plot, meet players"</p><p></p><p>Sutekh> I know RPGing is about fantasy</p><p></p><p>Warmaster_Horus> Bibliophile: Blast from the past... A villain that was defeated long time ago resurfaces</p><p></p><p>Sutekh> but players also expect some level of reality</p><p></p><p>Tsunami> Bibliophile- from what I've read, the players often find their own plots</p><p></p><p>Ostler> Anybody ever heard of Tucker's Kobalds?</p><p></p><p>ascendance> I think a big help for the DM is to come up with a few key high level NPCs, and then find some appropriate high level monsters.</p><p></p><p>Tsunami> At that level they have a ton of contacts</p><p></p><p>Sutekh> Giving levels to the lower level creatures is a good idea</p><p></p><p>Sutekh> I think</p><p></p><p>Silveras> Don't be so fixed on running "your plot" that get mad when the players go in another direction. </p><p></p><p>Bibliophile> i was thinking of starting off the campaign with an intentional TPK, and then having the characters raised hundreds of years later by a desperate society</p><p></p><p>Tsunami> That's an interesting idea, Bibliophile</p><p></p><p>tecnowraith> well most people here know that I have been building a world and ask opions and help</p><p></p><p>heimdall> Sutekh: agreed. </p><p></p><p>Tsunami> But you may want to be careful</p><p></p><p>ascendance> Bibliophile, I'm not sure I'd enjoy that, but you can try it. Smacks too much of bait and switch.</p><p></p><p>BardStephenFox> Heh - Tucker's Kobolds were great. My players fear all creatures great and small.</p><p></p><p>tecnowraith> opinions i mean</p><p></p><p>ascendance> On the other hand, its fair to say that all the characters have been brought together because they've been raised by a future society.</p><p></p><p>Tsunami> Bibliophile- I'd suggest just having the total party kill be flavor text before the campaign starts</p><p></p><p>Sutekh> Im playing a Halfling Paladin in said game. Ive learnt to fear kobolds and orcs now because they are some nasty fighters</p><p></p><p>Sutekh> esp when desperate</p><p></p><p>Tsunami> heh</p><p></p><p>ascendance> And you could run short sessions for each player about the events leading up to the character's death, like a prelude in Vampire.</p><p></p><p>Warmaster_Horus> Bibliophile: Indeed... make it a cutscene</p><p></p><p>Ostler> Tucker Kobolds demonstrates that high level parties can be easily challenge with goo tactics, and intelligent bad guys</p><p></p><p>Psion> Well all, gonna run</p><p></p><p>BardStephenFox> Part of the key to keeping the "easy monsters" a challenge is to give them a believable leader.</p><p></p><p>Warmaster_Horus> bye Psion</p><p></p><p>Mugzug> Biblio: Not a bad idea... I can always use that as a backup in case I do TPK.</p><p></p><p>Bibliophile> hrm...</p><p></p><p>Warmaster_Horus> Bibliophile: Cutscenes re good to</p><p></p><p>Sutekh> if you start adding classes like Eyes of Grumush to orcs and stuff.. then they start to get real nasty</p><p></p><p>Bibliophile> how do you guys do cutscenes et all?</p><p></p><p>tecnowraith> I have question for my world building</p><p></p><p>Bibliophile> i haven't had much success with those in the past</p><p></p><p>Warmaster_Horus> I have one at the start of the campaign</p><p></p><p>ascendance> describe what happens.</p><p></p><p>Tsunami> You mean you want to discuss... a tangent on cutscenes?</p><p></p><p>Tsunami> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>DWizard> I've never used a cut scene</p><p></p><p>Sutekh> I cant say ive seen a cutscene used in a long time</p><p></p><p>BardStephenFox> My players probably know enough that if they see well coordinated easy guys, they have a nasty villian in the background. Then they have to figure out who/what is causing the organized mayehm.</p><p></p><p>KingOfLaw> Only in video games <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Warmaster_Horus> Usually have one every 3 r so sessions, to keep the players, not the PCs, up with what's happening</p><p></p><p>heimdall> Bibliophile: I preface it with "cut scene" to let 'em know. Then I tell the tale like it was a story.</p><p></p><p>Tsunami> Horus- describe what you mean by a "cut scene"</p><p></p><p>ascendance> The last cutscene in my campaign happened when Bane appeared, destroyed the shield of Gargauth, and absorbed the life force of everyone in Hillsfar <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>BardStephenFox> My playes love cut scenes!</p><p></p><p>Silveras> Cutscenes feel to much like a movie or videogame for my taste (too much a spectator thing). </p><p></p><p>Tsunami> Or give us an example</p><p></p><p>Warmaster_Horus> Tsunami: Sure here is what I did...</p><p></p><p>tecnowraith> guess I have to wait</p><p></p><p>Sutekh> What I do is post last weeks game happenings on a website</p><p></p><p>ascendance> A pair of players witnessed the whole thing from a nearby hillside.</p><p></p><p>Sutekh> That way players can keep up with what is going on</p><p></p><p>heimdall> Silveras: they should be used to heighten the game... overdone and they are quite boring.</p><p></p><p>Sutekh> and I keep a record</p><p></p><p>Sutekh> for others to read</p><p></p><p>BardStephenFox> I once used a cutscene to show the falling of a distant city to an undead army.</p><p></p><p>Sutekh> I think Pictures are better than a thousand words sometimes</p><p></p><p>BardStephenFox> Over the next several session, the PC's met survivors fleeing.</p><p></p><p>Sutekh> Showing a picture of a burning city</p><p></p><p>Sutekh> or town</p><p></p><p>Tsunami> I've used a cutscene to describe what an NPC under the paladin's Leadership was seeing</p><p></p><p>Sutekh> some people use music of people screaming of fire noise and stuff</p><p></p><p>Sutekh> Which I find good</p><p></p><p>BardStephenFox> A picture would have been good, except the entire setup was supposed to indicate that somethign went wrong.</p><p></p><p>tecnowraith> I have a question that someone can help</p><p></p><p>Tsunami> I once used some Didgeridoo music to describe the strange roar of this manticore in the mists</p><p></p><p>Tsunami> What's that, tecno?</p><p></p><p>BardStephenFox> The city barely mounted a defense. The last portion was three ships fleeing. Then, fireballs flew out from one,destroying the other two.</p><p></p><p>tecnowraith> well most here know I am building a world and setting</p><p></p><p>Warmaster_Horus> I had a group in anadventure that took place about 10 yrs after the first adventure... the BBEG was the husband of the BBEG from te previous adventure, but the heroes never confronted him... I used him in a cutscene that showed a black armored and unidentified assailant breaking into the hall of a king single handedly and killign everyone in there and at the very last burning the king himself... oh incidentally the king was involved in the death of his wife</p><p></p><p>Sutekh> ooh thats a point. I mentioned it yesterday. What do people think of GMs ripping off recent release movies because they are running out of ideas?</p><p></p><p>BardStephenFox> Yeah Warmaster, I like that stuff. </p><p></p><p>ascendance> I think TDC should be here for that question, Sut.</p><p></p><p>Sutekh> like suddenly being involved in a Helms Deep esque battle against a horde of evil?</p><p></p><p>Tsunami> Horus- did you find that the players had trouble seperating their out-of-game and in-game knowledge?</p><p></p><p>tecnowraith> Is better to flavored classes for a science fantasy world at 20 levels or at 10 level progression?</p><p></p><p>Tsunami> Sutekh- As long as the players don't mind, I think it's fine</p><p></p><p>ascendance> tecno: I'd recommend 10 level progression so you can use D20 Modern.</p><p></p><p>Tsunami> Tecno- I agree with ascendance</p><p></p><p>* Sledge (~Sledge@h68-144-187-142.cg.shawcable.net) has joined #dnd3e</p><p></p><p>Warmaster_Horus> Tsunami: No, but my players are good at that</p><p></p><p>heimdall> The last time I significantly used a cut scene was when the party was depending on an NPC invoker to make it to the docks to get some aid. They'd adventure a little, I'd cut to the NPC and the progress he had made. They were extremely worried he wouldn't make it.</p><p></p><p>thatdarncat> sut, I'll have a link for you in a minute</p><p></p><p>Sutekh> link to where?</p><p></p><p>DWizard> Nothing wrong with playing or running a movie as long as the end result isn't written in stone</p><p></p><p>Tsunami> That's very cool, heimdall</p><p></p><p>Tsunami> I'll have to use that</p><p></p><p>BardStephenFox> My players never had their PC's use out of game knowledge, but the players themselves loved speculating on what was happening.</p><p></p><p>ascendance> But now is the wrong time to ask that question, because most recent movies have been teh suck.</p><p></p><p>Sledge> even better if the ending isn't available</p><p></p><p>tecnowraith> I do not like attribute classes and to me it does not fit my world</p><p></p><p>Sledge> change just enough to throw the characters off</p><p></p><p>Sutekh> SWizard.. I dont know... I think its a cool factor that isnt so good for games</p><p></p><p>Seri> Hi lo Guest you can change your nick by typing /nick new nick where "new nick" is your chosen nick <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Warmaster_Horus> Tsunami: But I like the tension and foreshadowing that cutscenes build... If done properly that is</p><p></p><p>Tsunami> I find I have trouble not using stuff from movies</p><p></p><p>Silveras> See, I work differently. I *never* give the players info their characters would not have. </p><p></p><p>Sutekh> 'It would be cool if I could fit that battle in this game even if it dosnt fit the current tone of the game'</p><p></p><p>Tsunami> I was pondering some At Sea encounters</p><p></p><p>thatdarncat> re using recent movies for ideas: <a href="http://www.enworld.org/forums/showthread.php?t=78827" target="_blank">http://www.enworld.org/forums/showthread.php?t=78827</a> (SERI STAY OUT!)</p><p></p><p>Tsunami> And I was thinking: A pirate captain with a crew of... skeletons! Yeah!"</p><p></p><p>BardStephenFox> Silveras, why not?</p><p></p><p>Tsunami> And then, of course, I realized my mistake</p><p></p><p>Tsunami> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Seri> like i listen</p><p></p><p>Seri> click click</p><p></p><p>Sutekh> well who was talking about using a crew of Wood Golems?</p><p></p><p>Sutekh> and having a pirate democracy?</p><p></p><p>Silveras> Because they enjoy discovering things through their characters. </p><p></p><p>Warmaster_Horus> Vax I think</p><p></p><p>thatdarncat> bah she looked</p><p></p><p>thatdarncat> seri sucks!</p><p></p><p>ascendance> For the next story arc in my campaign, I'm ripping off a past campaign.</p><p></p><p>heimdall> Silveras: I tend to if it passes a simple test: 1) it heightens the game and 2) having the out-of-game info doesn't provide a signficant assist </p><p></p><p>Tsunami> Sutekh- That's me!</p><p></p><p>Sutekh> you</p><p></p><p>Tsunami> And I've still got my Op boot out for kicking!</p><p></p><p>Tsunami> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Sutekh> That made me laugh for ages <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>tecnowraith> did yall get get my reply?</p><p></p><p>Sutekh> Pirate Democracy</p><p></p><p>ascendance> tecnowraith: Why don't they fit? They're designed to be generic.</p><p></p><p>Sutekh> heheh</p><p></p><p>Tsunami> One of these days, Sutekh!</p><p></p><p>Silveras> I also tend to run suspense-based plots. Giving info kills the suspense. </p><p></p><p>Sutekh> yup</p><p></p><p>BardStephenFox> Silveras, my players love learning plenty of things through their PC's. But, they also like knowing more about the campaign world. The above city scene was over 1000 miles away.</p><p></p><p>Sutekh> one of these days you will realise Pirates are bloodthirsty criminals</p><p></p><p>tecnowraith> yeah but this world is not very genertic, its on a different world, not earth</p><p></p><p>Sutekh> who prey on the week <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>heimdall> Techno: I can understand your feelings about the attribute classes. you could do something similar to base classes that get built on, though, even with 10 level progression.</p><p></p><p>Tsunami> When I think up cutscenes, I try to figure out a way for the characters to observe them</p><p></p><p>Sutekh> They dont sit around a UN table discussing who to pillage next <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>tecnowraith> heimdall, I thought about doing that</p><p></p><p>Sutekh> I think in a Pirate Isles setting Tsunami that makes more sense</p><p></p><p>Nichar> Hi Morrus</p><p></p><p>Tsunami> Welcome to the DM Workshop, Morrus!</p><p></p><p>Morrus> Hello</p><p></p><p>* Seri pouncers Morrus ,meOw <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Warmaster_Horus> Tsunami: Try to not to show the face of the BBEg that much... Have shots of him from the back or neckdown or so</p><p></p><p>Warmaster_Horus> !apok</p><p></p><p>* Golem kicks Warmaster_Horus in the junk and takes your wallet!</p><p></p><p>Tsunami> Any DM issues you're interested in discussing?</p><p></p><p>Bibliophile> tsunami- if the characters are directly observing the scene, doesn't that run the risk of them interferring?</p><p></p><p>Silveras> Besides, I also tend not to have a "hidden story" to share... my players surprised me often enough that I no longer have a "grand plot"</p><p></p><p>Tsunami> Bibliophile- That's why I end up not using cutscenes much <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Bibliophile> lol</p><p></p><p>ascendance> I find its hard to do stuff without a grand, overarching plot.</p><p></p><p>Warmaster_Horus> indeed</p><p></p><p>Tsunami> Same here, ascendance</p><p></p><p>heimdall> Tecnowraith: From a real world example, look at the way the US Air Force does their enlisted ranks for a job specialty. They have 3 levels, 5 levels, 7 levels, as we called them. they were supposed to represent (a) different levels of knowledge in the career field and (b) different levels of responsibilities.</p><p></p><p>BardStephenFox> Silveras - Fair enough. Obviously, I would disagree to some degree, but I inderstand what you are saying.</p><p></p><p>tecnowraith> so doing a 10 level base class, then the advance will be fun to do?</p><p></p><p>DWizard> Long term plots are very important</p><p></p><p>Tsunami> What I try and do, though, is give enough small hooks for the characters to decide what to do</p><p></p><p>Silveras> Generally.. I prefer to have an overall plot. </p><p></p><p>ascendance> Though I wonder if setting it in stone so the gods of evil and good are doomed to die will work...</p><p></p><p>Sutekh> Tsunami: How do you handle those in between sessions. The pcs have just finished a quest and have gone to a town to get stuff identified. Some characters need to level up and you give them a time to do so and other characters dont and are immediatly bored</p><p></p><p>Tsunami> One difficulty I find is making a plot in which new characters could join at any time</p><p></p><p>Silveras> But my players (recently) have not been "plot oriented". </p><p></p><p>Sutekh> esp at higher levels</p><p></p><p>Tsunami> Sutekh- Usually there's enough "little plot hooks" to keep everyone satisfied, and not sitting around for a long time</p><p></p><p>Silveras> To quote one: "D&D should be like comics... lots of action and no thinking in between fights"</p><p></p><p>ascendance> I think I gave the players too many choices at some points, so they were a bit confused as to what they should do next.</p><p></p><p>Tsunami> In fact, I've never run into the above question</p><p></p><p>Tsunami> er... problem, not question</p><p></p><p>Warmaster_Horus> neither have I</p><p></p><p>Tsunami> Ascendance- I've had that problem</p><p></p><p>Sutekh> Tsunami: You dont think its a good idea to say to a player... dont worry about turning up to the session today?</p><p></p><p>DWizard> Plots based around wars are very easy to integrate new and old characters into</p><p></p><p>Sutekh> Cause they arnt involved in it</p><p></p><p>Tsunami> Wait, Sutekh, I never said that!</p><p></p><p>BardStephenFox> Sutekh - I run a game with 8 players. I find the play styles vary considerably and sooner or later somebody is bored. I try to handle levelling out of game, in email or before/after the session.</p><p></p><p>Sutekh> I know</p><p></p><p>ascendance> D&D is a bit like a supermarket display... people shouldn't have too much choice <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Tsunami> The characters are always involved</p><p></p><p>Sutekh> But.. what do you think of the idea?</p><p></p><p>heimdall> Tecno: either way can be fun, it's really dependent upon the options, etc.</p><p></p><p>Sutekh> are they?</p><p></p><p>Tsunami> No, I think it's a terrible idea- the players are there to play the game</p><p></p><p>Warmaster_Horus> acutally when integrating new players steep level differences work IME</p><p></p><p>Tsunami> Why wouldn't you invite them?</p><p></p><p>tecnowraith> heimdall: I see what mean, the D20 Modern classes is now will not work for my world</p><p></p><p>Sutekh> What about the Wizard spending 5 weeks in seclusion making rolls to identify 100 potions?</p><p></p><p>Sutekh> Does he need to be at the session?</p><p></p><p>Sutekh> I dont see why</p><p></p><p>Tsunami> Sutekh- What about the player spending time in jail in Monopoly?</p><p></p><p>Sutekh> or the wizard crafting something</p><p></p><p>Sutekh> Cause they do that at high levels</p><p></p><p>Warmaster_Horus> But I don't think he would be doing that in the middle of the adventure</p><p></p><p>Silveras> Sutekh: That's something to do by e-mail between sessions. </p><p></p><p>Tsunami> I agree with Horus</p><p></p><p>Sutekh> Tsunami: I normally go on the toilet break at that point. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Sledge> one thing to remember is that these people are just friends...</p><p></p><p>Sutekh> Silveras: Not if the game isnt run like that</p><p></p><p>tecnowraith> I read Psion's review on Spellslinger and the way Brands were done</p><p></p><p>KingOfLaw> My PCs always craft stuff between adventures, unless the item in question is needed to further the plot.</p><p></p><p>Sutekh> those 5 weeks could be used by the rest of the party to adventure</p><p></p><p>Silveras> True. <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=";)" /></p><p></p><p>Sledge> they aren't (usually) married to each other</p><p></p><p>Sutekh> while the wizard stays behind</p><p></p><p>Warmaster_Horus> I mean when I usually run adventures, there isn't much time to take that long a break in between... Between adventures/campaigns though you can ave all the lulls you can have</p><p></p><p>tecnowraith> That seem interesting</p><p></p><p>Sledge> temporary splits are necessary.</p><p></p><p>ascendance> I generally don't have set episodic adventures. But I guess I kinda do.</p><p></p><p>Tsunami> Sutekh- well then they aren't really that much of a party if they're leaving characters behind</p><p></p><p>heimdall> Tecno: if I ran a modern scenario, I wouldn't use the D20 modern, either. It works, don't get me wrong, but not in the way I'd envision a world. </p><p></p><p>Sutekh> why?</p><p></p><p>Sutekh> The wizard says 'go... Im busy'</p><p></p><p>Tsunami> Sutekh- Because, in the end, it's the players abandoning another player</p><p></p><p>Sutekh> rest of the party says 'sure'</p><p></p><p>* KingOfLaw likes episodic adventures...</p><p></p><p>Sutekh> No its not</p><p></p><p>KingOfLaw> You're talking about one sh*t adventures, correct?</p><p></p><p>Silveras> Well, I must be going. Night, all</p><p></p><p>Sutekh> Its a player doing this stuff willingly</p><p></p><p>Tsunami> I mean, if the player of the wizard is fine with sitting around while the rest raid a dungeon, then it's fine</p><p></p><p>Jubelo> g'night all</p><p></p><p>KingOfLaw> um</p><p></p><p>KingOfLaw> shot</p><p></p><p>heimdall> I'm trying to encourage my players to develop secondary characters so their primaries can take some "time off"</p><p></p><p>Warmaster_Horus> Bye Silveras</p><p></p><p>KingOfLaw> -.-</p><p></p><p>Tsunami> See ya, Silveras, thanks for participating!</p><p></p><p>BardStephenFox> Sutehk - I have seen players with the need to adventure. I don't have good advice for you except to get them all invovled with responsibilities.</p><p></p><p>KingOfLaw> Sorry about that very bad typo</p><p></p><p>Sutekh> I think its worth it telling a player or 2 not to turn up for a session.</p><p></p><p>Seri> bad King <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>tecnowraith> hmm, so a futuristic fantasy world would work with a mix of both D20 Modern and 3.5</p><p></p><p>Tsunami> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Sutekh> You cant just fudge 5 weeks away</p><p></p><p>KingOfLaw> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Sutekh> Thats unfair to the other characters</p><p></p><p>heimdall> Sutekh: an option is letting the PC take time off, but giving the player say a key NPC to play.</p><p></p><p>KingOfLaw> Hey, it was an honest to goodness typo <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>BardStephenFox> Is it unfair?</p><p></p><p>Tsunami> Sutekh- What you seem to be suggesting is that players shouldn't show up for a session if their character isn't going to do anything</p><p></p><p>Sutekh> Sure</p><p></p><p>Tsunami> But I think you're leaving out the point that this is a game that friends come together to play</p><p></p><p>Sutekh> I dont have a problem with that</p><p></p><p>KingOfLaw> Bleh</p><p></p><p>heimdall> Tecno: It can. There are a lot of sci-fi stories that mix fantasy + sci-fi. so from a concepts perspective, it works. From a mechanics perspective there will need to be some meshing, but it is feasible.</p><p></p><p>KingOfLaw> They should still go to know what's happening.</p><p></p><p>ascendance> Well, I think my next adventure should be interesting for everyone and involve them all.</p><p></p><p>Warmaster_Horus> Sutekh: also party members turn out to be friends and companions too</p><p></p><p>tecnowraith> any suggestions?</p><p></p><p>ascendance> They're going to try and take over the city of Westgate, with or without the backing of Sembia. Which, in my campaign, is a Republic.</p><p></p><p>Tsunami> Sutekh- I think you just run a very different kind of game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>tecnowraith> I am open to ideas</p><p></p><p>Sutekh> King: If their cloistered away there is no way they know what was happening elsewhere..</p><p></p><p>Warmaster_Horus> I don't think many friends would leave their companions to go off after danger by themselves</p><p></p><p>BardStephenFox> Well, it's your game Sutechk.</p><p></p><p>Sutekh> Actually no Tsunami. Im only playing the devils advocate here. Ive done it once and it was for a Druid training to fight the Heirophant.</p><p></p><p>Sutekh> that was way back in 2e</p><p></p><p>DWizard> Tecno: if you are looking for a mixture of tech and magic, take a look at Dragonstar</p><p></p><p>tecnowraith> I got that book</p><p></p><p>KingOfLaw> I'd only do it if the character couldn't possibly be used.</p><p></p><p>Warmaster_Horus> Another interesting thing that can be done is to split the groups up and run 2 games till they merge again</p><p></p><p>* KingOfLaw likes dragonstar ^_^</p><p></p><p>Sutekh> What happens if the player himself suggests that he will miss a week because he is cloistered away?</p><p></p><p>Tsunami> Sutekh- well, if you wouldn't mind, let's leave the devil out of this</p><p></p><p>Sutekh> lol</p><p></p><p>tecnowraith> DWEizard my question is more on classes </p><p></p><p>Tsunami> We're talking about what us DM's do</p><p></p><p>heimdall> Sutekh: if the player needs to miss a week, that's a convenient excuse.</p><p></p><p>Tsunami> Not what figuritive weirdo groups do</p><p></p><p>Tsunami> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Sutekh> Graazt then?</p><p></p><p>Nichar> KingOfLaw: So do I.. How hard is it to update to 3.5?</p><p></p><p>Tsunami> So, if you folks don't mind, let's gravitate back towards the main topic</p><p></p><p>Nichar> sorry...</p><p></p><p>Tsunami> Here's something I'm interested in:</p><p></p><p>* Nichar will be good now</p><p></p><p>BardStephenFox> I run a game and I play in a game. I have no problem with players that can't make it being absent. And as a player, I have no problem with the others wanting to do something else while I am crafiting items.</p><p></p><p>Sutekh> Sorry Tsunami.. I only brought this up because it will happen in higher level games</p><p></p><p>Sutekh> A wizard wants to make his items</p><p></p><p>Sutekh> A cleric wants to make his golems</p><p></p><p>Tsunami> For you gaming veterans, how has High Level Gaming changed throughout different editions?</p><p></p><p>Sutekh> and you do that at high levels <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>KingOfLaw> Not very hard. Most of the weapons rules and such are completely on their own. No such thing as a giant laser gun unless its on an actual space ship <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Sutekh> ( I assume Clerics can still make Golems <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>DWizard> Tecno: are you looking to make classes more generic or more specific?</p><p></p><p>KingOfLaw> o_o</p><p></p><p>Warmaster_Horus> Tsunami: The epic level is pretty much a game on ts own now...</p><p></p><p>BardStephenFox> Different through editions? Good question. I'm not sure I ever had a character legitimately make it above 11th level prior to 3.0</p><p></p><p>Nichar> kingoflaw: ok.</p><p></p><p>KingOfLaw> Well, depends on if clerics have fabricate.</p><p></p><p>Tika> (no, only cats can make Golems <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>Tsunami> Horus- was that different back in 2e and 1st edition and OD&D?</p><p></p><p>heimdall> agreed. there is a significant difference once you hit epic with the epic feats, new magic, etc.</p><p></p><p>Sutekh> (I really hate cats <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>Warmaster_Horus> Tsunami: ah I played AD&D not 1st ed D&D</p><p></p><p>Tsunami> Heh. I'm just spouting editions</p><p></p><p>Tsunami> Was that different in AD&D?</p><p></p><p>heimdall> In 1st edition AD&D it was possible for a relatively snuffy assassin to take out Merlin. I miss that possibility, albeit small.</p><p></p><p>Warmaster_Horus> Less powerful PCs, less powerful humans</p><p></p><p>Tsunami> Interesting</p><p></p><p>Sledge> multiclassing has been the major change I've noticed</p><p></p><p>Warmaster_Horus> Indeed</p><p></p><p>Tsunami> So do you think Epic Level Gaming is more powerful in 3.X?</p><p></p><p>Sutekh> lunch time <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>BardStephenFox> Yes, a high livel multi-classer was not that different from a singleclasser in terms of individual class power. but, the flexibility was a bg difference.</p><p></p><p>ascendance> Tsu: Not compared to Dark Sun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Warmaster_Horus> Indeed... I mean in AD&D the highest you could go was what? 30? and even then unless you had Quest spells there wasn't much difference</p><p></p><p>Sledge> a character that was 27/24 in second is now 35th level which leaves the character both less and more powerful</p><p></p><p>KingOfLaw> Actually, I saw a 40th level table</p><p></p><p>Sledge> epic level is potentially more powerful</p><p></p><p>Sledge> I ran stuff with the 2e High level book</p><p></p><p>Sledge> no limits</p><p></p><p>Sledge> even FRA had rules for 30some levels</p><p></p><p>Sledge> that reminds me I need some Epic phaerimm conversions still.</p><p></p><p>Tsunami> How about other systems?</p><p></p><p>Warmaster_Horus> High level?</p><p></p><p>Tsunami> You mentioned Amber. How does it handle Epic Level Gaming differently?</p><p></p><p>Neko_Ali> by playing Amber....</p><p></p><p>Neko_Ali> all the PCs are basically demi-gods, correct/</p><p></p><p>Sledge> the 2e book wasn't called Epic</p><p></p><p>Neko_Ali> ?</p><p></p><p>Warmaster_Horus> I liked WestEnd Star Wars, even though you had to load bucketfulls of dice at high level, if you had a computer geek in the group they could have written a dice roller to get rid of that problem</p><p></p><p>Sledge> "DM's Option High-Level Campaigns"</p><p></p><p>heimdall> Yup, I remember that book.</p><p></p><p>Sledge> very lame book mind you</p><p></p><p>heimdall> I wasn't a big fan of any of the option books</p><p></p><p>Songwind> 'lo</p><p></p><p>Sledge> iirc intro mentioned how the other thought the book was a bad idea</p><p></p><p>Tsunami> Do you think 3.x has handled High Level/Epic Level Gaming better than previous editions?</p><p></p><p>Nichar> Yes.</p><p></p><p>Warmaster_Horus> I think so</p><p></p><p>Sledge> better, unless you're a slave to CRs</p><p></p><p>heimdall> I think it has handled epic gaming better, but I dunno about the 10-20 range.</p><p></p><p>BardStephenFox> I think it scales better and gives you a lot more options for the character.</p><p></p><p>Songwind> I would cautiously say "yes"</p><p></p><p>Songwind> Though 7-12 remains my favorite level range.</p><p></p><p>Tsunami> In future editions, what do you think could be improved for high level/epic level gaming?</p><p></p><p>BardStephenFox> QAt one point, it would have been silly to watch a battle between a high level fighter and a high level wizard.</p><p></p><p>Sledge> because a power focused character will literally be a couple levels more powerful than a character that was developed for fun/story.</p><p></p><p>Warmaster_Horus> Tsunami: Less of it</p><p></p><p>heimdall> I think going back to a fixed HP progression would be best. Having a barbarian continue to get 1d12. yowch!</p><p></p><p>Sledge> Easier encounter generation. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Warmaster_Horus> I like how SWd20 keeps it simple and puts a lvl cap</p><p></p><p>Songwind> Divine beings shouldn't have stats. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Nichar> Why not?</p><p></p><p>Sledge> Songwind I think that has nothing to do with epic so much as Campaign style</p><p></p><p>Songwind> I just don't like for mortals to be able to truly rival the power of gods. It's just a personal preference thing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Nichar> ok</p><p></p><p>Songwind> Sledge: I know.. thus the <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Sledge> I'm a big fan of Moorcock, stuff like like Corum..</p><p></p><p>Warmaster_Horus> Songwind: I like them to rival gods, but not in a systematic way</p><p></p><p>Songwind> Sledge: well, both Elric and Corum were enslaved to godlike beings themselves, so it's not quite the same thing.</p><p></p><p>Warmaster_Horus> I mean a mortal rivaling or figting a god should be rare occurance, and I think having stats and systems for it , just makes it banal</p><p></p><p>heimdall> agreed. there might be a way to defeat a god, but it's not by the power of one's swordarm</p><p></p><p>Tsunami> I think it's good, though, to at least have options for fighting gods</p><p></p><p>Sledge> Corum killed gods however</p><p></p><p>Warmaster_Horus> and I think fights between gods should be done in "cutscenes"</p><p></p><p>heimdall> Sledge, it's a matter of flavor and tone of the setting, I suppose. I prefer to keep my gods untouchable.</p><p></p><p>Warmaster_Horus> Sledge: How many Corums were there?</p><p></p><p>Songwind> Sledge: so did Elric. But, Elric had Stormbringer and Corum had the hand and eye, both of which were more or less divine in their own rights.</p><p></p><p>Songwind> And without them, they'd have been so much hero-butter.</p><p></p><p>Warmaster_Horus> How about splitting groups... are you for or against it?</p><p></p><p>Songwind> That is the sort of thing I can get into. Or godly avatars that can be taken out, or even gods which can perhaps be defeated but never permanently, like the Olympians.</p><p></p><p>Tsunami> I'm against splitting up groups</p><p></p><p>Tsunami> I think it stretches the session too much</p><p></p><p>Warmaster_Horus> Reasons?</p><p></p><p>Songwind> I don't mind splitting up groups from time to time.</p><p></p><p>Tsunami> And leaves players bored</p><p></p><p>Songwind> but not regularly</p><p></p><p>Warmaster_Horus> Splitting in a sense that half of the gorup doesn't come to that session</p><p></p><p>Warmaster_Horus> and the next session the other half doesn't attend</p><p></p><p>Tsunami> ah</p><p></p><p>Tsunami> I've done that in the past</p><p></p><p>Tsunami> The halfling barbarian's character couldn't make it</p><p></p><p>Sledge> Horus: one Corum</p><p></p><p>Tsunami> er, player, not character</p><p></p><p>Tsunami> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Tsunami> So I had the character fall down a pit</p><p></p><p>Tsunami> And then we played a seperate adventure in which the other players made new characters to run</p><p></p><p>Tsunami> Just to get the halfling back to the same level as the other characters</p><p></p><p>Tsunami> It worked well</p><p></p><p>Tsunami> But I've only done that twice in the campaign</p><p></p><p>Tsunami> How about the rest of you?</p><p></p><p>Tsunami> Splitting up the party: Yes or no?</p><p></p><p>Sledge> yes occassionally</p><p></p><p>BardStephenFox> My players sometimes run in different directions. It usually turns out less than good.</p><p></p><p>Sledge> I run back and forth between two tables until the players get the hint.</p><p></p><p>Warmaster_Horus> I like doing it sometimes... One time I had 2 players fall down a mine shaft and play 4 seperate session, while the other players mourned their loss, thinking that they were dead, and continued on the adventure</p><p></p><p>Songwind> Ah, splitting up like that I haven't ever done.</p><p></p><p>Warmaster_Horus> Was a nice reunin at the end</p><p></p><p>BardStephenFox> But, I do my best to let them interact with the world in the way _they_ want to.</p><p></p><p>Songwind> Never had that many players for long enough to plan it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Warmaster_Horus> actually I am sorry it was 7 sessions not 4</p><p></p><p>BardStephenFox> At high levels, I think it becomes more likely that they will do that intentionally.</p><p></p><p>* Dredge wonders which horus is the real horus</p><p></p><p>Dredge> <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=";)" /></p><p></p><p>Horus> I just wanted the room to have 45 people disregard this Horus</p><p></p><p>BardStephenFox> When they are trying to get help from diverse sources, there is no reason not to use magic to get places fast.</p><p></p><p>Horus> I dont like 44</p><p></p><p>Tsunami> heh</p><p></p><p>* Songwind has very slightly nerfed magical transportation in his current campaign.</p><p></p><p>Warmaster_Horus> Well since I am running WH lately, teleportation is pretty much out of the question, so no headache for me</p><p></p><p>Tsunami> Has anyone here used High Level Modules in their games?</p><p></p><p>BardStephenFox> When you have teleports, telepathic bonds, sendings, plane shifts and a slew of other high level spells, you do have to be ready for your players to decide to do something really odd.</p><p></p><p>Warmaster_Horus> Not me</p><p></p><p>Ostler> I have a group in Banewarrens..but I think they are starting to get bored with it</p><p></p><p>Sledge> ran the 2e Labyrinth of Madness.</p><p></p><p>Songwind> Bard: That's for sure. I will never forget the first time I heard the words, "Maybe we should look for help on another plane?"</p><p></p><p>Mugzug> Actually the book of Eldritch Might by Monte Cook has some spells that address the teleport issue</p><p></p><p>Sledge> nothing in 3e I've seen is high enough yet.</p><p></p><p>heimdall> If you're used to running investigative games (CoC for instance), you have the same issue in a localized setting, though.</p><p></p><p>Warmaster_Horus> I could never work with modules... I end up turning them into my kinda adventures, so no need to sped money there <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Songwind> I haven't used a prepared module for about 10 years I think.</p><p></p><p>Tsunami> wow</p><p></p><p>Warmaster_Horus> spend</p><p></p><p>heimdall> the last prepared module I used was L1 a long time ago.</p><p></p><p>Mugzug> As for modules, I use them as a basic idea. Then I completely change it.</p><p></p><p>BardStephenFox> I haven't bought a module since the 80's.</p><p></p><p>Tsunami> What do you folks most often change about the modules?</p><p></p><p>Mugzug> Just about everything.</p><p></p><p>Warmaster_Horus> I change everything</p><p></p><p>Neko_Ali> I just usually pull things like npcs and maps from adventures</p><p></p><p>Sledge> story, stats, names, bad architecture/ecology.</p><p></p><p>heimdall> I keep the basic outline of the map <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>BardStephenFox> When I use adventures, I localize them to my gameworld, then I will tweak them to accomodate the PC's so (hopefully) everyone has a valid role.</p><p></p><p>Songwind> When I did use them, I changed enough of hte background to make it fit into my ongoing campaign.</p><p></p><p>Mugzug> I consider them to be mere 'templates' from which I can build, change, add, or modify their story.</p><p></p><p>Warmaster_Horus> I make them low magic item intensive, change most of the monsters to NPCs, change the plots, etc etc</p><p></p><p>Neko_Ali> it's a rare adventure that actually makes me want to run it entirely</p><p></p><p>Songwind> Hmm.. the ladies are asking me to watch a movie. Gotta run <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Tsunami> Heh, let me rephrase: What do you most often KEEP from modules?</p><p></p><p>Warmaster_Horus> byes</p><p></p><p>Tsunami> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Neko_Ali> but a lot of them are good sources for ideas</p><p></p><p>BardStephenFox> See you Songwind</p><p></p><p>Tsunami> Thanks for coming, Songwind!</p><p></p><p>Warmaster_Horus> Tsunami: The book, sometimes the pictures</p><p></p><p>Tsunami> heh</p><p></p><p>heimdall> Tsunami: the map</p><p></p><p>Ostler> Keep: Maps, new creatures/items, some story elements</p><p></p><p>BardStephenFox> But, High level modules just don't appeal to me. Usually, the PC's have developed into something completely different than the module anticipates.</p><p></p><p>Tsunami> Speaking of maps, when running a campaign, how much of the world do you usually map out?</p><p></p><p>Warmaster_Horus> Depends on the tone and level</p><p></p><p>BardStephenFox> Once you hae characters running around in the high teens, they are powerful enough that I don't think a rather generalized module works.</p><p></p><p>Warmaster_Horus> for low level and place-oriented, I map out the region and te surrounding regions... For others pretty much everything aside from "unknown" regions</p><p></p><p>BardStephenFox> Eh, I map out very little of the world, I'm lazy that way. I try to have enough so there are places to put ideas.</p><p></p><p>heimdall> Tsu: I like a lot of detail. I've run a spur-of-the-moment campaign before, but I try not to. I enjoy writing "lore."</p><p></p><p>Warmaster_Horus> Kilroy the BBC talkshow host?</p><p></p><p>Mugzug> I don't map the world. I map the movers and shakers of it. Anyone doing something I put down on paper.</p><p></p><p>Sledge> map</p><p></p><p>NiTessine> When I'm not using a ready campaign setting, I tend to use Generic Campaign Setting Mk.1... Meaning that the world is a tavern, a mysterious stranger, and the road to a dungeon, the map of which was lifted from Dungeon.</p><p></p><p>NiTessine> I hate drawing maps...</p><p></p><p>Mugzug> If I need a location, I just open the book, read the couple of paragraphs on it, and then wing it.</p><p></p><p>Ostler> I have a general map of the main continent, and a lot of non specific maps I insert as needed. Plus, maps of areas I expect the characters to visit in the next session or 3</p><p></p><p>Warmaster_Horus> I like drawing maps, but i like drawing the landscape or a view of a particular region more</p><p></p><p>thatdarncat> I've got a campaign setting I've slowly been adding to for years</p><p></p><p>thatdarncat> it's sort of become my default setting</p><p></p><p>Warmaster_Horus> Or I use oes from other sources</p><p></p><p>NiTessine> Hello, Kaodi.</p><p></p><p>BardStephenFox> As a question, what does everyone generally consider to be "High Level"?</p><p></p><p>Kaodi> Hello.</p><p></p><p>Kaodi> 15+</p><p></p><p>Warmaster_Horus> BardStephenFox: anything above 10 for me</p><p></p><p>kilroy> Upwards of 15th level, </p><p></p><p>NiTessine> Bard, double-digit levels...</p><p></p><p>Ostler> 10+</p><p></p><p>Tsunami> 10 and above for me</p><p></p><p>NiTessine> No campaign of mine has ever survived past sixth level.</p><p></p><p>Ostler> 20+ is "epic"</p><p></p><p>Kaodi> 15+ is high level, but anything double digits is fairly heroic.</p><p></p><p>Sledge> 15+</p><p></p><p>Tsunami> (although 10 is the highest I've ever run a game for)</p><p></p><p>BardStephenFox> How do you handle Legend Lore? By the books, 11+ is "lgendary".</p><p></p><p>Warmaster_Horus> for me... 1-5 is low, 6-10 medium, 11-15 high, 16-20 ultrahigh</p><p></p><p>Tsunami> I agree, Warmaster</p><p></p><p>kilroy> IMO, 11+ means that the character's stories *last* </p><p></p><p>kilroy> So they get a legend</p><p></p><p>Tsunami> Levels 6 to 10 are my favorite</p><p></p><p>Warmaster_Horus> I like 1-7</p><p></p><p>BardStephenFox> I am trying something new in my latest campaign. I am crating a god that manages legends and she requires quests to prove your worth every 5 levels.</p><p></p><p>Kaodi> I consider level 6 to be an experienced person, and level 7 to be a veteran.</p><p></p><p>Tsunami> 1-5 are fun to DM, but I don't think they're as fun to play in</p><p></p><p>Tsunami> That's interesting, Bard</p><p></p><p>NiTessine> Playing is fun, no matter what level...</p><p></p><p>kilroy> I think those are the hardest to GM.</p><p></p><p>kilroy> too easy to kill players with lucky shots at low levels.</p><p></p><p>Tsunami> What are you thinking for as quests, Bard?</p><p></p><p>Warmaster_Horus> on the contraire I like playing 1-5 the most</p><p></p><p>BardStephenFox> I have been thinking that if you don't want to quest, that's fine. But there needs to be a drawback.</p><p></p><p>Ostler> The characters in my high level game have made an impact on the world. The Cleric has a church be built in his honor. The psion a sect that studies to be like him. etc.</p><p></p><p>NiTessine> But DMing to the mid-levels is coolest, because I get to make interesting NPCs and monsters.</p><p></p><p>heimdall> I like 1-5 as a player... because a lot of planning is required to stay alive.</p><p></p><p>Ostler> It helps make them legends.</p><p></p><p>Warmaster_Horus> I like 1-5 because the scope is small... Not over the top like high level</p><p></p><p>Ostler> The other game I run in the same campaign world has heard of the characters in the high level game</p><p></p><p>Tsunami> Heh, that's neat Ostler</p><p></p><p>BardStephenFox> Interesting question. I was planning on tailoring the quests to make it interesting for each PC. So, I haven't decided yet.</p><p></p><p>Tsunami> What have they heard?</p><p></p><p>heimdall> In my old group we did that a lot. Shadowrun was a perfect example. The characters we played previously became contacts for our new ones.</p><p></p><p>Ostler> In fact, they have a statue of the psion, though they don't know it's signifigance.</p><p></p><p>Ostler> They found it, and decided to keep it. Nobody seems sure why... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Tsunami> Heh, that's cool</p><p></p><p>Sledge> I like it from 9 up</p><p></p><p>BardStephenFox> I think the key is that I will have the drawback for not questing being an exp penalty. That helps keep NPC's a bit lower level. The advaantage is that you are much less likely to be "noticed".</p><p></p><p>Tsunami> Say, on a Tangent, here's another topic:</p><p></p><p>BardStephenFox> So, maybe a high level assassin never quested and some of the common divinations don't work. I think it will throw them for a lopp later on in the game.</p><p></p><p>Tsunami> How have you folks used Intelligent Items in your campaigns?</p><p></p><p>Warmaster_Horus> yes</p><p></p><p>Neko_Ali> tsu: very rarely</p><p></p><p>kilroy> Rarely in 3e. Overmuch in 2e.</p><p></p><p>Tsunami> (I suppose it's sort of High Level- it's part of high level treasure, right?)</p><p></p><p>Warmaster_Horus> I used a sword that had a daemon prince in it</p><p></p><p>Sledge> not yet in third...</p><p></p><p>NiTessine> Tsu, I haven't...</p><p></p><p>Ostler> Gotta run. L8r.</p><p></p><p>Warmaster_Horus> byes</p><p></p><p>Tsunami> See ya, Ostler!</p><p></p><p>Sledge> a few times in 2nd</p><p></p><p>Tsunami> Thanks for coming!</p><p></p><p>Tsunami> I like the idea of a weapon having a god living in it</p><p></p><p>Warmaster_Horus> I used it to act as a gateway for a PC to Chaos</p><p></p><p>BardStephenFox> Heh - I have had 2 intelligent items in the last few games. The first was a quested item for the local lord. They didn't really want it anyway.</p><p></p><p>NiTessine> They've never reached a level high enough to justify anything more than a dagger with a magic mouth.</p><p></p><p>kilroy> Blade of Tyshall?</p><p></p><p>heimdall> I haven't yet in 3rd. I did it when appropriate in 1st and 2nd.</p><p></p><p>NiTessine> I've noticed I also tend to be very stingy with magic items.</p><p></p><p>Warmaster_Horus> I run about 1 maybe 2 magic items per group</p><p></p><p>NiTessine> In that last 6th-level game, they had a wand of magic missiles and a +1 longsword, and that's it.</p><p></p><p>Neko_Ali> though it would be interesting to have a cursed intelligent item with telepathy, always telling the PC in his head that it read his party member's minds and they're out to get him <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>BardStephenFox> The second was a gift from a god to his mortal hero. When the hero died, to a nasty outsider trying to devour his soul, his god put a fragmentt of his pesonality into the sword.</p><p></p><p>Warmaster_Horus> brb</p><p></p><p>heimdall> Neko_Ali: I've done something similar.</p><p></p><p>BardStephenFox> So, the survivors were left with an intelligent item based on the heroic charater.</p><p></p><p>kilroy> I try to run right at the DMG magic item values, maybe a bit high. But I make sure it's fairly rich in potions and expendables.</p><p></p><p>Tsunami> I like the fact that there's a 1 percent chance any items is magical</p><p></p><p>Tsunami> er, intelligent</p><p></p><p>Tsunami> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Tsunami> I once rolled up an intelligent necklace of prayer beads</p><p></p><p>BardStephenFox> Whoa.</p><p></p><p>kilroy> Excluding expendable items.</p><p></p><p>Kaodi> I had an idea for a few cursed items... something like, " The Anarchist's Review - +5 bonus to knowledge (history), knowledge (nobility and royalty); +5 intelligence; alignment permanently moves one step closer to chaotic )</p><p></p><p>kilroy> Robe of blending 3 speeds. Works normally on small creatures. Inflicts 3d6 to medium, 5d8 to large.</p><p></p><p>NiTessine> Hmm. Interesting idea I must try sometimes... A PC is killed by a magically unstable weapon, and his personality is fused into the blade.</p><p></p><p>Tsunami> That's interesting, kaodi</p><p></p><p>kilroy> Sorry, that's a semi-cursed item.</p><p></p><p>Tsunami> That's a good idea, NiTessine</p><p></p><p>Tsunami> Especially if a player wants to try a new character out for a little while</p><p></p><p>* Tsunami sometimes gets that urge</p><p></p><p>Sledge> So what tools do people here use to speed up encounter generation?</p><p></p><p>NiTessine> Of course, with my normal group, the weapon would start playing members of the group against each other, and gain a backbiter enchantment...</p><p></p><p>Mugzug> kaodi: But what if he is already chaotic? Maybe he has to act out chaotically once a week in some radical fashion?</p><p></p><p>BardStephenFox> I manually create encounters.</p><p></p><p>Kaodi> No, the item is merely designed to bring the reader closer to the writers viewpoint.</p><p></p><p>heimdall> Cursed Item: +2 Berserking Sword... Additional Benefit of +2 Strength. The player who had it loved it. The rest of the party worked quickly to divest him of it.</p><p></p><p>Tsunami> Sledge- I manually make them</p><p></p><p>Tsunami> Beforehand</p><p></p><p>Tsunami> Heimdall- Heh</p><p></p><p>NiTessine> Heimdall, even better... a sword amulet that transforms into a short, long, bastard or greatsword when the proper command word is spoken.</p><p></p><p>BardStephenFox> Especially high levels, I need to make sure I know what the adversary can do.</p><p></p><p>Mugzug> Encounters: I have a lot of monster manuals (mm, mm2, fiend folio, tome of horrors etc..) there are CR tables in the DMG and in the back of these books that can be easily used</p><p></p><p>heimdall> Sledge: There's no such thing as a random encounter in my campaign, much like Tsunami said.</p><p></p><p>* Nichar tries to generate a list of encounters before any given session</p><p></p><p>Mugzug> Worst case, there is the random encounter tablle in the DMG that has rolls for everything including furniture and enciroment.</p><p></p><p>NiTessine> So, the fighter who owns it is picking his teeth with it. The party wizard looks at him, and speaks the command word to turn it into a greatsword.</p><p></p><p>Sledge> right now I'm finding I don't always want to spend my time making up 10 or 12 CR 30 something encounters...</p><p></p><p>heimdall> NiTessine: that's evil. I like it!</p><p></p><p>kilroy> I pre-gen 5 or 6 different encounters and use the ones that fit best for the given setting.</p><p></p><p>BardStephenFox> Sometimes I will plop an encounter out if everyone is getting bored of no actions.</p><p></p><p>Nichar> NiTessine: Ouch</p><p></p><p>Sledge> stuff in the room is easy...</p><p></p><p>Warmaster_Horus> back back</p><p></p><p>NiTessine> That's my group. I'd like it, too, if they occasionally played something else.</p><p></p><p>Warmaster_Horus> What's teh topic now?</p><p></p><p>Warmaster_Horus> the</p><p></p><p>Tsunami> Intelligent and magic items, Horus</p><p></p><p>Warmaster_Horus> ah ok</p><p></p><p>Warmaster_Horus> No more than at most 2 magic items per my groups</p><p></p><p>Tsunami> Have you ever used any intelligent items?</p><p></p><p>Tsunami> Speaking of, does anyone have a problem of "items defining characters?"</p><p></p><p>Kaodi> I think that semi-cursed items done right could greatly enhance a campaign.</p><p></p><p>NiTessine> Hmm... I might, of course, do the PC-intelligent item by having the item surface in a different campaign, with a different group.</p><p></p><p>BardStephenFox> I'm going to split. Nice chatting with you all. Hope I said something interesting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Warmaster_Horus> Tsunami: I do!</p><p></p><p>Tsunami> In my campaign, items defining characters was not really a problem</p><p></p><p>Warmaster_Horus> I hate that!</p><p></p><p>Tsunami> See you, Bard!</p><p></p><p>NiTessine> Bye, Fox.</p><p></p><p>Nichar> BardStephenFox: Later</p><p></p><p>Tsunami> Thanks for coming!</p><p></p><p>Warmaster_Horus> bye BardStephenFox</p><p></p><p>Mugzug> Here and there. I use a random treasure generator program that occasionally shoots one out. Then I detail its history.</p><p></p><p>heimdall> Tsu: Yup. </p><p></p><p>Tsunami> The items and the characters were one and the same, pretty much</p><p></p><p>Tsunami> The druid had the Cape of the Montebank which added to his character</p><p></p><p>Warmaster_Horus> I sually give characters abilities instead</p><p></p><p>Warmaster_Horus> I'm sorry I am not a bye-the book DM at all <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Tsunami> The duelist had his magic swords that added to his fighting prowress, and therefore his character</p><p></p><p>Tsunami> That's perfectly fine, Horus!</p><p></p><p>Kaodi> Tsunami> Items defining characters is kind of a loose term though, you could take that one of two ways.</p><p></p><p>Tsunami> We need a good mix of DM's to instigate an interesting discussion</p><p></p><p>Tsunami> Kaodi- good point</p><p></p><p>Velvet> don't your players get upset if someone get something great and they only get something blah?</p><p></p><p>* Nichar created an intelligent longsword once...</p><p></p><p>* IIsi50MHz jams while soaking up the conversation</p><p></p><p>Nichar> never got to use it</p><p></p><p>heimdall> I tend to select my items based on the development of my characters</p><p></p><p>Tsunami> I suppose in my campaigns items sort of define characters, but it's more of a good thign than a bad thing</p><p></p><p>Tsunami> Velvet- that's never actually happened in my campaign</p><p></p><p>Mugzug> I see my campaigns tend to define what sort of items my PC's will want...</p><p></p><p>Mugzug> Like when I throw demons, they use holy items...</p><p></p><p>Warmaster_Horus> Velvet: My usuals and payers that I am exposing to my style, usually have huge gaps in powr between each other... But I try to make it fun for all of them and no complaints so far <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Mugzug> If I use fire resistant creatures, they start getting Wands that do cold spells, etc.</p><p></p><p>Warmaster_Horus> players</p><p></p><p>Velvet> ah</p><p></p><p>kilroy> I try to avoid the PCs turning into nothing but steeds for the gear</p><p></p><p>kilroy> I prefer lots of minor items, functional but nothing that stands out.</p><p></p><p>heimdall> kilroy, that's my preference, too.</p><p></p><p>Tsunami> In a story I read recently, a fighter battled with a huge ogre who used his own disembodied head as the head of his mace</p><p></p><p>Tsunami> He had a good line</p><p></p><p>Kaodi> Would you consider it OK for items to define the character that created them?</p><p></p><p>Tsunami> "At least I know who is the master and who is the weapon!"</p><p></p><p>Tsunami> I'd say so, Kaodi</p><p></p><p>Warmaster_Horus> I would consider it OK for the creators to define the weapon <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>heimdall> i try to focus on the story, so the magic items have to fit. I don't use the random tables in the DMG. Same thing is true of the encounters I build. They need to fit myplot.</p><p></p><p>kilroy> I'm with Horus</p><p></p><p>Neko_Ali> night all</p><p></p><p>Warmaster_Horus> Kinda like having a little bit of his/her essence bleed into the item</p><p></p><p>Warmaster_Horus> bye neko</p><p></p><p>Tsunami> Goodnight, Neko!</p><p></p><p>Tsunami> Thanks for coming!</p><p></p><p>Harlock> seeya Ali</p><p></p><p>Tsunami> The paladin in my campaign actually forged his own armor</p><p></p><p>Warmaster_Horus> and making items that are not in concordance with the ones from DMG</p><p></p><p>Tsunami> Quite cool</p><p></p><p>heimdall> i would like to see my players get to that point, tsunami.</p><p></p><p>Warmaster_Horus> Like the sword one of my wizard players created for the fighter character</p><p></p><p>Tsunami> That's neat</p><p></p><p>kilroy> One of the clerics in my game is making a puzzle crypt. It will raise dead but requires massive effort to assemble.</p><p></p><p>Warmaster_Horus> He basicly "enchanted" it as he died, and thereafter that sword really started to hurt creatures of Chaos</p><p></p><p>Tsunami> Heh, cool</p><p></p><p>Tsunami> I love it when players come up with cool stuff like that</p><p></p><p>Kaodi> That would be interesting, creating an item that has your life essense as the final component, hehehe...</p><p></p><p>Warmaster_Horus> Kinda acted like a "holocron too</p><p></p><p>Warmaster_Horus> "holocon"</p><p></p><p>Tsunami> holocon?</p><p></p><p>kilroy> Ever played Earthdawn? That kind of thing happened with items getting powers from their past weilders.</p><p></p><p>Warmaster_Horus> He was wounded in battle and dying so he just did that so that "he would be more powerful than the BBEG could even possibly imagine"</p><p></p><p>Tsunami> Ha ha ha</p><p></p><p>IIsi50MHz> lol, wtg</p><p></p><p>heimdall> horus, that's pretty awesome.</p><p></p><p>Kaodi> It would also make a great alternative in campaigns that don't feature raising the dead... The wizard doesn't want to bite the biscuit, so he crafts a staff that will absorb his intelligence when he dies as long as he is within a reasonable range from it.</p><p></p><p>Tsunami> Hm...</p><p></p><p>Tsunami> That would be interesting</p><p></p><p>Tsunami> Well, any other DM-related issues anyone would like to bring up?</p><p></p><p>Velvet> question? what about if your players are tired of their characters and want new ones, what about moving over XP to new character.. </p><p></p><p>* Velvet does</p><p></p><p>IIsi50MHz> Tsunami, yeah: why do I suck? (^:</p><p></p><p>Tsunami> Well, there's this diaphram connected to your lungs</p><p></p><p>heimdall> I let new characters come in at 90% of the party average in XP</p><p></p><p>IIsi50MHz> Ha. Figures</p><p></p><p>Nichar> hi thatdarncat</p><p></p><p>Tsunami> Velvet- that's interesting</p><p></p><p>Tsunami> If all the players were tired of their characters, I might allow that</p><p></p><p>kilroy> I do somethign similar with a few thousand Xp behind.</p><p></p><p>Warmaster_Horus> Another time the PCs killed te BBEG in one adventure... A really big BBEG and while they were gong through his "domain" in a latter adveture, they came upon a box that when opened displayed a "message" for the player(mainly the one PC that the BBEG thought was his nemesis) from the long-dead BBEG... Teling them that even though he always hated and fought with him, he also respected him... He also told him that should he be the one that survived their encounter, he was to use the "item" that he was leaving behind to face the u</p><p></p><p>RangerWickett-away> What happens when the PCs level up beyond their villains?</p><p></p><p>kilroy> Why aren't the villians leveling as they fight the PCs?</p><p></p><p>IIsi50MHz> "behind to face the upcoming..." -clipped</p><p></p><p>Kaodi> If I were DMimg a campaign, I think I would be more inclined perhaps to put characters at something like the lowest characters XP - 100*level</p><p></p><p>Warmaster_Horus> darkness</p><p></p><p>Kaodi> Villains don;t have to be the same level as PCs... </p><p></p><p>Tsunami> That's devious, Horus</p><p></p><p>Tsunami> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Kaodi> They can be way lower, or way higher, depending on their inclinations.</p><p></p><p>Warmaster_Horus> I always cheat at that... the BBEG is always higher</p><p></p><p>DoctorOtaku> 'lo!</p><p></p><p>Tsunami> Same here, Horus</p><p></p><p>Tsunami> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>IIsi50MHz> allo doc</p><p></p><p>Warmaster_Horus> Tsunami: It was true though... He was leaving them the weapon that he intended to fight the darkness with</p><p></p><p>Warmaster_Horus> Hello Doc</p><p></p><p>kilroy> Some of mine are lower, but they use sneakier tactics. </p><p></p><p>Psycho> full house tonight</p><p></p><p>Warmaster_Horus> Tsunami: But he also considered that he might be defeated so he left it as a contingency</p><p></p><p>Tsunami> That's interesting</p><p></p><p>heimdall> if I have BBEG who's lower, there's more than 1. Almost a TPK with 3 bugbears with a CR of 5 with the party of 6 6 levels.</p><p></p><p>Kaodi> I suppose though if your BBEG is considerably lower level than the party, then his bodyguard should be a fair bit higher, hehehe...</p><p></p><p>Warmaster_Horus> Hello Psycho</p><p></p><p>heimdall> the tactics of the 3 almost ended the party's existence.</p><p></p><p>Warmaster_Horus> Hello Bruce</p><p></p><p>Sutekh> ssh Otaku</p><p></p><p>Sutekh> listening <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Campbell> Greetings Warmaster.</p><p></p><p>Psycho> Blackguard + 4 vampspawn nearly finished 8 7th lvl charcaters</p><p></p><p>IIsi50MHz> Contingency Spell: Give powerful cursed item to own nemesis "out of respected." Be sure to enchant to emit manaical laughter at inopportune moments.</p><p></p><p>Warmaster_Horus> It wasn't cursed <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>IIsi50MHz> Curse it relative.</p><p></p><p>Warmaster_Horus> He genuinely gave them the weapon to fight the darkness... making them his champions</p><p></p><p>IIsi50MHz> see? curse!</p><p></p><p>Tsunami> Heh heh heh</p><p></p><p>IIsi50MHz> (-;</p><p></p><p>Kaodi> Now, that would be evil... give the BBEG an alignment changing item, hehehe...</p><p></p><p>Warmaster_Horus> When they later learned that he wasn't such bad guy himself, but a desperate one, they were more somber</p><p></p><p>heimdall> i would award a goodly amount of XP to the party for that, Kaodi.</p><p></p><p>Psycho> We tried dropping a Halm of Reverse Alighnment on the BbEG once</p><p></p><p>Warmaster_Horus> interesting point... I love it when the party convinces the bad guy to pull a Vader</p><p></p><p>NiTessine> Hello, Mark.</p><p></p><p>Warmaster_Horus> Hello Mark</p><p></p><p>CMG_Mark> Evening all <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>IIsi50MHz> Allo Mark</p><p></p><p>Tsunami> Welcome to the Workshop, Mark!</p><p></p><p>Sutekh> did Ryand come back?</p><p></p><p>Tsunami> I'm not sure- he could have been in disguise</p><p></p><p>Tsunami> But I don't think so</p><p></p><p>NiTessine> Hello, Watchman.</p><p></p><p>Night_Watchman> hi</p><p></p><p>Warmaster_Horus> oh no! my nemesis is on TV!</p><p></p><p>Kaodi> I don't necessarily mean change his alignment completely, but changing your LE bad guy to LN, or your CE bad guy to NE could produce some subtle and interesting effects.</p><p></p><p>Sledge> someone mentioned a random treasure generator....</p><p></p><p>Sledge> any chance it does epicish?</p><p></p><p>CMG_Mark> How was the crowd tonight?</p><p></p><p>Tsunami> Anyways, an hour and a half ain't bad. I'm going to call this as the official "END OF WORKSHOP!"</p><p></p><p>Tsunami> Thanks to all participators!</p></blockquote><p></p>
[QUOTE="Breakstone, post: 1403136, member: 481"] March 1, 2004: DM Workshop: High Level Gaming and Cut Scenes, hosted by Tsunami Tsunami> dm workshop time! * Velvet cheers Tsunami> Hullo hullo hullo folks! Neko_Ali> that's it, no more cooking. Let's see who's DMing reigns supreme! Tsunami> And welcome to the Second Bi (or is it Tri?)- Weekly DM Workshop! * Seri pouncer tackles huggles Tsunami ,meow! :) Tsunami> For those new here, the DM Workshop is an "on topic" chat discussion Tsunami> About whatever DMing topic we find appropriate Tsunami> But if the "off-topic" bug bites Tsunami> You can always talk about other things in #peanutgallery Warmaster_Horus> hello * ColonelThread waves Tsunami> Welcome Horus, Colonel Tsunami> Just in time Tsunami> Before we get to tonight's main topic Warmaster_Horus> Interesting trivia, one of the alternate names for Army of Darkness is "Captain Supermarket" * Nichar casts summon ryand ix KingOfLaw> Sledge as in CommandoSledge? Tsunami> So before tonight's main topic, I'd like to ask: Tsunami> Does anyone have any DM-related issues they'd like to discuss? Warmaster_Horus> use of FX in the game Sledge> King: yes KingOfLaw> Heya :) Warmaster_Horus> Verbose or brief descriptions Tsunami> What do you mean by "FX," horus? Tsunami> ah, i see Tsunami> heh * KingOfLaw is a member of the D20 PrC mailing list :P Bibliophile> well, a side question related to the main topic, i'm going to be starting a high level campaign soon, and i've been wondering about any tips on introducing players to high levels Sledge> ahh cool Tsunami> Sounds good, Bibliophile Warmaster_Horus> How high? Nichar> KingOfLaw: There is such a list? Bibliophile> 15 start Tsunami> How many people use short descriptions of each attack in combat? * Bibliophile tries to Warmaster_Horus> depends on the pace of the combat Silveras> Define "short" ;) * Mugzug does for all monsters, until the general idea is conveyed Sledge> My wife and I have level 37 characters.... * Psion is the owner of said mailing list Tsunami> I usually give at least a brief description Nichar> Psion: Cool. How do I get to it? Tsunami> Say, "You chop into the lizardman's chest" Tsunami> For the "final kill" I usually give a lengthy description Tsunami> SOmething like: * Geist Knowcks out psion, hides him behind the plants and takes his place on the judging panel Warmaster_Horus> Brief description, sound FX and gestures are standard in my games Psion> Ni - are you on yahoo groups? Nichar> yes sir Nichar> several Tsunami> "Your axe flies through the air, burying itself in its chest. Black viscous blood splashes to the ground as it gives out a final hiss and collapses." Psion> I think the proper title is d20 PrC. lemme check the join address Nichar> ok Psion> [url]http://groups.yahoo.com/group/D20_prestige_classes/[/url] KingOfLaw> Tsunami: I usually let my players do that, especially if its an online game. Bibliophile> what about descriptions of rooms/areas? Tsunami> KingOfLaw- while at first it was just me describing things as a DM, the players have started to as well Tsunami> Bibliophile- good point Bibliophile> how much is too much? Nichar> Psion: Thanks. Warmaster_Horus> Usually verbose, unless the players are in a hurry Tsunami> Sometimes, when using maps, I find myself skipping descriptions Tsunami> Although I do try to reinforce certain details Psion> I remember getting verbose about a killing crit with a spiked chain and I grossed my players out KingOfLaw> Bibliophile: Well, you don't want to describe something the PCs are supposed to find on their own :) Tsunami> Say, "You make your way through the many stalagmites to the other side of the cavern." Mugzug> I find I often say what the 'verbal' or 'somatic' or 'material' actions are in spells. Especially if players fail the spellcraft check to 'clue' them in on what is going on. KingOfLaw> Grossing players out is part of the fun :P Tsunami> Psion- Heh, I had that when a mind flayer popped another illithid's head and sucked out his brains Warmaster_Horus> hi Kal Warmaster_Horus> heh heh Silveras> I like the new format in the latest Dungeon ... brief notes on what can be seen ,heard, smelled, etc. Paraphrase that, and you should be good. Kalanyr> hello pita :p Kalanyr> how long till hte DM workshop ? Tsunami> It's a good idea, Silveras Tika> 10 minutes ago, you missed it ;) Silveras> Until the pick something to look at more closelym that is. Tsunami> Kalarnyr- 10 minutes ago! KingOfLaw> It started 11 minutes ago :P Tsunami> :) Silveras> That's when I'd start giving details. Tsunami> Do you folks ever use NPC's to get characters to notice things? Tsunami> I must admit I'm guilty of it Warmaster_Horus> sometimes KingOfLaw> heh Silveras> A format like that appeared in an OLD Dragon magazine, before Dungeon came out. Warmaster_Horus> but in what context are you refering to using NPCs KingOfLaw> I had a bumbling old wizard trip and fall over a body in the dark, once. Tsunami> Such as: "Keith, your Giant Eagle companion Lia suddenly says, 'Hey, did you notice anything weird about that column?" Tsunami> Heh, that's funny KoL Silveras> Heh ... my last party refused to take Spot or Search. They recruited an NPC Thief to do it for them. DWizard> I've been know to have NPCs die in nasty ways to highlight the danger to the adventurers. Tsunami> Ha ha ha Warmaster_Horus> Not really but, I have had an NPC yell "Game over man! Game over!" and run headfirst into a lethal trap Silveras> A party I currently play in has a Sorcerer with a net Spot of -2. His Hawk familiar (Spot +6) does most of that work for him. Sutekh> So with high level games.. is it preferably as a GM to start the game off not so high and let the characters build friendships up to get to the high level.. or start them high and then see if they can form the same bonds? Warmaster_Horus> well hi head kpt going Warmaster_Horus> his Tsunami> Sutekh- I enjoy starting at the lower levels Tsunami> Building bonds and story arcs Warmaster_Horus> Sutekh: I prefer the 1st one... but around lvl 1-5 Tsunami> I've never started a campaign above 1st level, in fact Sutekh> and if you start them out pretty high.. would you get complaints about everyone not having 5 magical items each? Tsunami> But I could see starting the campaign in media res Psion> So, anyone heard anything about Encyclopedia Psionica: worldshapers? Mugzug> Tsunami: Ever consider using wisdom or intelligence checks in case the PC's miss something? Bibliophile> tsunami: what do you mean "in media res" ? Tsunami> In the middle of things, Bibliophile Mugzug> I usually pick the PC with the highest wis or int, and roll a DC 15-25 check (depending on obscurity) to see if they notice the missed key detail. Bibliophile> ahh Tsunami> MugZug- that's a good idea ascendance> People I game with always have at least one person max out listen/spot. * KingOfLaw thinks Horus watched Aliens too much :P ascendance> Its amazing the people you game with don't. Mugzug> Then I pass the note if they make it. Sutekh> Tsunami: If you start of low to get to high. How long will that take? Sutekh> level every game? Sutekh> every 2 games? ascendance> People I game with tend to forget stuff like Disable Device :) Ostler> If you start them around 10th level they can balance cool items with time to develop relationships before going epic Sledge> Sutekh if characters want to start at high levels it is often effective to have them meet only then Tsunami> Sutekh- well, my game went for about a year, and the characters reached 10th level Sutekh> k Sutekh> Well Im in game. ascendance> My party's around 10th level, and its going for about 2 months. Tsunami> wow Sutekh> Ive been playing roughly every week for about a Year or so more ascendance> They started around 7-8. Sutekh> and im 6th ascendance> They started around 7. And they're around 10 or 11, actually. Sutekh> mid range towards 7th Sledge> Sutekh 52 + games? Sutekh> yup Sledge> how long do you play? ascendance> People I game with prefer fast advancement. Sutekh> 4-5 hour sessions ascendance> 3-4 hour sessions, but sometimes twice in weekend. Sledge> and how many encounters? Sutekh> lol Psion> Anyone have dawnforge? Sutekh> how am I supposed to remember Tsunami> We have 7 hour sessions on average Sutekh> ...um Sledge> guess. :) Sutekh> perhaps 2 encounters Sutekh> maybe occasoinaly 1 Sutekh> sometimes 3 Sutekh> But rarely Tsunami> So who here has actually DMd or played in High Level Games? Tsunami> We'll say "Above 10th level" for high level ascendance> I have. Warmaster_Horus> I have Sutekh> not me heimdall> I have. Psion> We gather for about 6 hours but BS for half of it. ;) DWizard> I have Sutekh> My highest level was 10th level Drow Invoker * Dredge hasn't * Velvet says nope Ostler> I run a game that started at 10th and when we restart will be at 20th Sledge> so 30 hours per level and 15 encounter Bibliophile> i will be running one soon :D ascendance> I played an Epic level game. Psion> My last 3e campaign got to 22nd level Warmaster_Horus> But I was the only high level, I had a PC at lvl 15, while the others had 2-9 Sledge> roughly 4 times as slow as "normal" Silveras> My players managed to get a TPK well before 10th level. Every time. Ostler> there are 5-6 players, some playing 2 characters Silveras> 9th is their highest, historically. ;) 2nd Edition. ascendance> When my party gets too high level, I'll just send them off into Planescape. Sledge> ran some 2e high level... Sutekh> I dont tend to like that Sutekh> people playing 2 characters at same time Sledge> a little 3rd Tsunami> What do you find is the main difference between "High Level Adventuring" and "Low Level Adventuring?" * Mugzug is dming high level Sutekh> Money Sutekh> Im always poor. Warmaster_Horus> Scope of things Psion> Started at 1st as a 2e game, converted to 3e at 2nd level, advanced to 22nd level over 2 years ascendance> The annoying complexity of creating and running encounters. DWizard> Transportation and spells Sledge> currently me and my wife semi-free form with our 30 somethings chars. Mugzug> The fact that you have to think about general 'situations' as opposed to encounters overall. Silveras> I agree.. transportation and magical answers to mundane obstacles. Ostler> Transportation and gathering information ascendance> Transportation is a big one. But I always think of transportation as a good thing. Psion> Biggest Problem With High level adventures: Iterative Attacks! Sutekh> the fact that some characters can fly and others are still riding their original horses :) Warmaster_Horus> Low level adventuring usually involves an area the size of a state ost of the time IME, high level ones have global scope consequence Tsunami> I agree Warmaster_Horus> most ascendance> Maybe its because I play a lot of modern games, and like the options involved in having lots of travel. Tsunami> What techniques do you think have to change between DMing low level adventures and high level adventures? ascendance> Many people see fast travel as a bad thing. I think its a good thing. Sutekh> That is a good point those asc Sutekh> All of this has been about Fantasy high level games ascendance> Greater familiarity with the rules is a big one, Tsu. Sutekh> What about modern high level games Sutekh> or sci fi high level games Silveras> Villains need to be savvier about their spells. Tsunami> Ascendance- I agree with the fast travel = good comment Bibliophile> how much harder is it actually to "stay ahead" of the players? Mugzug> Using nondection, nystuls magic aura, and actually knowing what your npc's can do. Psion> Greater willingness to wing it. ;) heimdall> Tsunami: more intelligent enemies in general... there is a reason they are high level. Warmaster_Horus> Tsunami: Bigger things... Bigegr plots, bigger villains, bigger consquences... You need to work those out before plunging into the game Psion> Having strategic villains Ostler> High level bad guys don't survive to be high level without being intelligent. DWizard> High level adventures require more planning Silveras> The TPKs I mentioned often happened because the PLAYERS failed to adjust their tactics to the changing nature of their opponents. Sutekh> i think it forces Gms to do more work. High level characters means the gm cant just rock up to a game and make it up. Gotta do some prep or the players are gonna go so far outside the box they will find their own box Sledge> economics are big Tsunami> From reading online I find that the entire nature of the "adventure" changes Warmaster_Horus> And players in high-level games have bigger effect on their enviroment since their powers are geometrically greater Tsunami> Instead of raiding a dungeon to save the princess Mugzug> Also picking your spells is a major problem. A lot of high level wizards are not going to use offensive 1st through 4th level spells due to saves. I try to find my buff spells in that area. Tsunami> You're summoning armies to save an entire race Sledge> with Epic there is rarely an actual "adventure" unless a dungeon is entered. ascendance> Sutekh: That's a big problem with high level. However, I think that's just part of a problem with D&D and D20 in general. Its much easier to run, say, Amber or Hero Wars at high levels with less prep. Warmaster_Horus> Indeed Sutekh> Tsumai: Not neccesarily. I fought Kobold and ORcs at level 1. Im still fighting them at level 5 and 6 DWizard> Hats off to Amber for high level play ascendance> The problem with high level really is prep. tecnowraith> hello ascendance> At the same time, its harder to prep, because players can go more places and do wierder stuff. Tsunami> Well what techniques do you think a DM can use to help prepare for High Level games? Psion> Anyone ever read my Drow thread? heimdall> Sutekh: My players were afraid of kobold hordes when they were 2nd. Now they're afraid of a new tribe of kobold psions and the PCs are 7th. Tsunami> Welcome to the DM Workshop, Technowraith! Bibliophile> do you have any tips for introducing players to high level plots? tecnowraith> I remembered this time Sutekh> Heimdall: I dont think its right to just put down a monster when there is no reason for monster to be there Psion> "Players meet plot; plot, meet players" Sutekh> I know RPGing is about fantasy Warmaster_Horus> Bibliophile: Blast from the past... A villain that was defeated long time ago resurfaces Sutekh> but players also expect some level of reality Tsunami> Bibliophile- from what I've read, the players often find their own plots Ostler> Anybody ever heard of Tucker's Kobalds? ascendance> I think a big help for the DM is to come up with a few key high level NPCs, and then find some appropriate high level monsters. Tsunami> At that level they have a ton of contacts Sutekh> Giving levels to the lower level creatures is a good idea Sutekh> I think Silveras> Don't be so fixed on running "your plot" that get mad when the players go in another direction. Bibliophile> i was thinking of starting off the campaign with an intentional TPK, and then having the characters raised hundreds of years later by a desperate society Tsunami> That's an interesting idea, Bibliophile tecnowraith> well most people here know that I have been building a world and ask opions and help heimdall> Sutekh: agreed. Tsunami> But you may want to be careful ascendance> Bibliophile, I'm not sure I'd enjoy that, but you can try it. Smacks too much of bait and switch. BardStephenFox> Heh - Tucker's Kobolds were great. My players fear all creatures great and small. tecnowraith> opinions i mean ascendance> On the other hand, its fair to say that all the characters have been brought together because they've been raised by a future society. Tsunami> Bibliophile- I'd suggest just having the total party kill be flavor text before the campaign starts Sutekh> Im playing a Halfling Paladin in said game. Ive learnt to fear kobolds and orcs now because they are some nasty fighters Sutekh> esp when desperate Tsunami> heh ascendance> And you could run short sessions for each player about the events leading up to the character's death, like a prelude in Vampire. Warmaster_Horus> Bibliophile: Indeed... make it a cutscene Ostler> Tucker Kobolds demonstrates that high level parties can be easily challenge with goo tactics, and intelligent bad guys Psion> Well all, gonna run BardStephenFox> Part of the key to keeping the "easy monsters" a challenge is to give them a believable leader. Warmaster_Horus> bye Psion Mugzug> Biblio: Not a bad idea... I can always use that as a backup in case I do TPK. Bibliophile> hrm... Warmaster_Horus> Bibliophile: Cutscenes re good to Sutekh> if you start adding classes like Eyes of Grumush to orcs and stuff.. then they start to get real nasty Bibliophile> how do you guys do cutscenes et all? tecnowraith> I have question for my world building Bibliophile> i haven't had much success with those in the past Warmaster_Horus> I have one at the start of the campaign ascendance> describe what happens. Tsunami> You mean you want to discuss... a tangent on cutscenes? Tsunami> :) DWizard> I've never used a cut scene Sutekh> I cant say ive seen a cutscene used in a long time BardStephenFox> My players probably know enough that if they see well coordinated easy guys, they have a nasty villian in the background. Then they have to figure out who/what is causing the organized mayehm. KingOfLaw> Only in video games :P Warmaster_Horus> Usually have one every 3 r so sessions, to keep the players, not the PCs, up with what's happening heimdall> Bibliophile: I preface it with "cut scene" to let 'em know. Then I tell the tale like it was a story. Tsunami> Horus- describe what you mean by a "cut scene" ascendance> The last cutscene in my campaign happened when Bane appeared, destroyed the shield of Gargauth, and absorbed the life force of everyone in Hillsfar :) BardStephenFox> My playes love cut scenes! Silveras> Cutscenes feel to much like a movie or videogame for my taste (too much a spectator thing). Tsunami> Or give us an example Warmaster_Horus> Tsunami: Sure here is what I did... tecnowraith> guess I have to wait Sutekh> What I do is post last weeks game happenings on a website ascendance> A pair of players witnessed the whole thing from a nearby hillside. Sutekh> That way players can keep up with what is going on heimdall> Silveras: they should be used to heighten the game... overdone and they are quite boring. Sutekh> and I keep a record Sutekh> for others to read BardStephenFox> I once used a cutscene to show the falling of a distant city to an undead army. Sutekh> I think Pictures are better than a thousand words sometimes BardStephenFox> Over the next several session, the PC's met survivors fleeing. Sutekh> Showing a picture of a burning city Sutekh> or town Tsunami> I've used a cutscene to describe what an NPC under the paladin's Leadership was seeing Sutekh> some people use music of people screaming of fire noise and stuff Sutekh> Which I find good BardStephenFox> A picture would have been good, except the entire setup was supposed to indicate that somethign went wrong. tecnowraith> I have a question that someone can help Tsunami> I once used some Didgeridoo music to describe the strange roar of this manticore in the mists Tsunami> What's that, tecno? BardStephenFox> The city barely mounted a defense. The last portion was three ships fleeing. Then, fireballs flew out from one,destroying the other two. tecnowraith> well most here know I am building a world and setting Warmaster_Horus> I had a group in anadventure that took place about 10 yrs after the first adventure... the BBEG was the husband of the BBEG from te previous adventure, but the heroes never confronted him... I used him in a cutscene that showed a black armored and unidentified assailant breaking into the hall of a king single handedly and killign everyone in there and at the very last burning the king himself... oh incidentally the king was involved in the death of his wife Sutekh> ooh thats a point. I mentioned it yesterday. What do people think of GMs ripping off recent release movies because they are running out of ideas? BardStephenFox> Yeah Warmaster, I like that stuff. ascendance> I think TDC should be here for that question, Sut. Sutekh> like suddenly being involved in a Helms Deep esque battle against a horde of evil? Tsunami> Horus- did you find that the players had trouble seperating their out-of-game and in-game knowledge? tecnowraith> Is better to flavored classes for a science fantasy world at 20 levels or at 10 level progression? Tsunami> Sutekh- As long as the players don't mind, I think it's fine ascendance> tecno: I'd recommend 10 level progression so you can use D20 Modern. Tsunami> Tecno- I agree with ascendance * Sledge (~Sledge@h68-144-187-142.cg.shawcable.net) has joined #dnd3e Warmaster_Horus> Tsunami: No, but my players are good at that heimdall> The last time I significantly used a cut scene was when the party was depending on an NPC invoker to make it to the docks to get some aid. They'd adventure a little, I'd cut to the NPC and the progress he had made. They were extremely worried he wouldn't make it. thatdarncat> sut, I'll have a link for you in a minute Sutekh> link to where? DWizard> Nothing wrong with playing or running a movie as long as the end result isn't written in stone Tsunami> That's very cool, heimdall Tsunami> I'll have to use that BardStephenFox> My players never had their PC's use out of game knowledge, but the players themselves loved speculating on what was happening. ascendance> But now is the wrong time to ask that question, because most recent movies have been teh suck. Sledge> even better if the ending isn't available tecnowraith> I do not like attribute classes and to me it does not fit my world Sledge> change just enough to throw the characters off Sutekh> SWizard.. I dont know... I think its a cool factor that isnt so good for games Seri> Hi lo Guest you can change your nick by typing /nick new nick where "new nick" is your chosen nick :) Warmaster_Horus> Tsunami: But I like the tension and foreshadowing that cutscenes build... If done properly that is Tsunami> I find I have trouble not using stuff from movies Silveras> See, I work differently. I *never* give the players info their characters would not have. Sutekh> 'It would be cool if I could fit that battle in this game even if it dosnt fit the current tone of the game' Tsunami> I was pondering some At Sea encounters thatdarncat> re using recent movies for ideas: [url]http://www.enworld.org/forums/showthread.php?t=78827[/url] (SERI STAY OUT!) Tsunami> And I was thinking: A pirate captain with a crew of... skeletons! Yeah!" BardStephenFox> Silveras, why not? Tsunami> And then, of course, I realized my mistake Tsunami> :) Seri> like i listen Seri> click click Sutekh> well who was talking about using a crew of Wood Golems? Sutekh> and having a pirate democracy? Silveras> Because they enjoy discovering things through their characters. Warmaster_Horus> Vax I think thatdarncat> bah she looked thatdarncat> seri sucks! ascendance> For the next story arc in my campaign, I'm ripping off a past campaign. heimdall> Silveras: I tend to if it passes a simple test: 1) it heightens the game and 2) having the out-of-game info doesn't provide a signficant assist Tsunami> Sutekh- That's me! Sutekh> you Tsunami> And I've still got my Op boot out for kicking! Tsunami> :) Sutekh> That made me laugh for ages :) tecnowraith> did yall get get my reply? Sutekh> Pirate Democracy ascendance> tecnowraith: Why don't they fit? They're designed to be generic. Sutekh> heheh Tsunami> One of these days, Sutekh! Silveras> I also tend to run suspense-based plots. Giving info kills the suspense. Sutekh> yup BardStephenFox> Silveras, my players love learning plenty of things through their PC's. But, they also like knowing more about the campaign world. The above city scene was over 1000 miles away. Sutekh> one of these days you will realise Pirates are bloodthirsty criminals tecnowraith> yeah but this world is not very genertic, its on a different world, not earth Sutekh> who prey on the week :) heimdall> Techno: I can understand your feelings about the attribute classes. you could do something similar to base classes that get built on, though, even with 10 level progression. Tsunami> When I think up cutscenes, I try to figure out a way for the characters to observe them Sutekh> They dont sit around a UN table discussing who to pillage next :) tecnowraith> heimdall, I thought about doing that Sutekh> I think in a Pirate Isles setting Tsunami that makes more sense Nichar> Hi Morrus Tsunami> Welcome to the DM Workshop, Morrus! Morrus> Hello * Seri pouncers Morrus ,meOw :) Warmaster_Horus> Tsunami: Try to not to show the face of the BBEg that much... Have shots of him from the back or neckdown or so Warmaster_Horus> !apok * Golem kicks Warmaster_Horus in the junk and takes your wallet! Tsunami> Any DM issues you're interested in discussing? Bibliophile> tsunami- if the characters are directly observing the scene, doesn't that run the risk of them interferring? Silveras> Besides, I also tend not to have a "hidden story" to share... my players surprised me often enough that I no longer have a "grand plot" Tsunami> Bibliophile- That's why I end up not using cutscenes much :) Bibliophile> lol ascendance> I find its hard to do stuff without a grand, overarching plot. Warmaster_Horus> indeed Tsunami> Same here, ascendance heimdall> Tecnowraith: From a real world example, look at the way the US Air Force does their enlisted ranks for a job specialty. They have 3 levels, 5 levels, 7 levels, as we called them. they were supposed to represent (a) different levels of knowledge in the career field and (b) different levels of responsibilities. BardStephenFox> Silveras - Fair enough. Obviously, I would disagree to some degree, but I inderstand what you are saying. tecnowraith> so doing a 10 level base class, then the advance will be fun to do? DWizard> Long term plots are very important Tsunami> What I try and do, though, is give enough small hooks for the characters to decide what to do Silveras> Generally.. I prefer to have an overall plot. ascendance> Though I wonder if setting it in stone so the gods of evil and good are doomed to die will work... Sutekh> Tsunami: How do you handle those in between sessions. The pcs have just finished a quest and have gone to a town to get stuff identified. Some characters need to level up and you give them a time to do so and other characters dont and are immediatly bored Tsunami> One difficulty I find is making a plot in which new characters could join at any time Silveras> But my players (recently) have not been "plot oriented". Sutekh> esp at higher levels Tsunami> Sutekh- Usually there's enough "little plot hooks" to keep everyone satisfied, and not sitting around for a long time Silveras> To quote one: "D&D should be like comics... lots of action and no thinking in between fights" ascendance> I think I gave the players too many choices at some points, so they were a bit confused as to what they should do next. Tsunami> In fact, I've never run into the above question Tsunami> er... problem, not question Warmaster_Horus> neither have I Tsunami> Ascendance- I've had that problem Sutekh> Tsunami: You dont think its a good idea to say to a player... dont worry about turning up to the session today? DWizard> Plots based around wars are very easy to integrate new and old characters into Sutekh> Cause they arnt involved in it Tsunami> Wait, Sutekh, I never said that! BardStephenFox> Sutekh - I run a game with 8 players. I find the play styles vary considerably and sooner or later somebody is bored. I try to handle levelling out of game, in email or before/after the session. Sutekh> I know ascendance> D&D is a bit like a supermarket display... people shouldn't have too much choice :) Tsunami> The characters are always involved Sutekh> But.. what do you think of the idea? heimdall> Tecno: either way can be fun, it's really dependent upon the options, etc. Sutekh> are they? Tsunami> No, I think it's a terrible idea- the players are there to play the game Warmaster_Horus> acutally when integrating new players steep level differences work IME Tsunami> Why wouldn't you invite them? tecnowraith> heimdall: I see what mean, the D20 Modern classes is now will not work for my world Sutekh> What about the Wizard spending 5 weeks in seclusion making rolls to identify 100 potions? Sutekh> Does he need to be at the session? Sutekh> I dont see why Tsunami> Sutekh- What about the player spending time in jail in Monopoly? Sutekh> or the wizard crafting something Sutekh> Cause they do that at high levels Warmaster_Horus> But I don't think he would be doing that in the middle of the adventure Silveras> Sutekh: That's something to do by e-mail between sessions. Tsunami> I agree with Horus Sutekh> Tsunami: I normally go on the toilet break at that point. :) Sledge> one thing to remember is that these people are just friends... Sutekh> Silveras: Not if the game isnt run like that tecnowraith> I read Psion's review on Spellslinger and the way Brands were done KingOfLaw> My PCs always craft stuff between adventures, unless the item in question is needed to further the plot. Sutekh> those 5 weeks could be used by the rest of the party to adventure Silveras> True. ;) Sledge> they aren't (usually) married to each other Sutekh> while the wizard stays behind Warmaster_Horus> I mean when I usually run adventures, there isn't much time to take that long a break in between... Between adventures/campaigns though you can ave all the lulls you can have tecnowraith> That seem interesting Sledge> temporary splits are necessary. ascendance> I generally don't have set episodic adventures. But I guess I kinda do. Tsunami> Sutekh- well then they aren't really that much of a party if they're leaving characters behind heimdall> Tecno: if I ran a modern scenario, I wouldn't use the D20 modern, either. It works, don't get me wrong, but not in the way I'd envision a world. Sutekh> why? Sutekh> The wizard says 'go... Im busy' Tsunami> Sutekh- Because, in the end, it's the players abandoning another player Sutekh> rest of the party says 'sure' * KingOfLaw likes episodic adventures... Sutekh> No its not KingOfLaw> You're talking about one sh*t adventures, correct? Silveras> Well, I must be going. Night, all Sutekh> Its a player doing this stuff willingly Tsunami> I mean, if the player of the wizard is fine with sitting around while the rest raid a dungeon, then it's fine Jubelo> g'night all KingOfLaw> um KingOfLaw> shot heimdall> I'm trying to encourage my players to develop secondary characters so their primaries can take some "time off" Warmaster_Horus> Bye Silveras KingOfLaw> -.- Tsunami> See ya, Silveras, thanks for participating! BardStephenFox> Sutehk - I have seen players with the need to adventure. I don't have good advice for you except to get them all invovled with responsibilities. KingOfLaw> Sorry about that very bad typo Sutekh> I think its worth it telling a player or 2 not to turn up for a session. Seri> bad King :P tecnowraith> hmm, so a futuristic fantasy world would work with a mix of both D20 Modern and 3.5 Tsunami> :) Sutekh> You cant just fudge 5 weeks away KingOfLaw> :( Sutekh> Thats unfair to the other characters heimdall> Sutekh: an option is letting the PC take time off, but giving the player say a key NPC to play. KingOfLaw> Hey, it was an honest to goodness typo :P BardStephenFox> Is it unfair? Tsunami> Sutekh- What you seem to be suggesting is that players shouldn't show up for a session if their character isn't going to do anything Sutekh> Sure Tsunami> But I think you're leaving out the point that this is a game that friends come together to play Sutekh> I dont have a problem with that KingOfLaw> Bleh heimdall> Tecno: It can. There are a lot of sci-fi stories that mix fantasy + sci-fi. so from a concepts perspective, it works. From a mechanics perspective there will need to be some meshing, but it is feasible. KingOfLaw> They should still go to know what's happening. ascendance> Well, I think my next adventure should be interesting for everyone and involve them all. Warmaster_Horus> Sutekh: also party members turn out to be friends and companions too tecnowraith> any suggestions? ascendance> They're going to try and take over the city of Westgate, with or without the backing of Sembia. Which, in my campaign, is a Republic. Tsunami> Sutekh- I think you just run a very different kind of game :) tecnowraith> I am open to ideas Sutekh> King: If their cloistered away there is no way they know what was happening elsewhere.. Warmaster_Horus> I don't think many friends would leave their companions to go off after danger by themselves BardStephenFox> Well, it's your game Sutechk. Sutekh> Actually no Tsunami. Im only playing the devils advocate here. Ive done it once and it was for a Druid training to fight the Heirophant. Sutekh> that was way back in 2e DWizard> Tecno: if you are looking for a mixture of tech and magic, take a look at Dragonstar tecnowraith> I got that book KingOfLaw> I'd only do it if the character couldn't possibly be used. Warmaster_Horus> Another interesting thing that can be done is to split the groups up and run 2 games till they merge again * KingOfLaw likes dragonstar ^_^ Sutekh> What happens if the player himself suggests that he will miss a week because he is cloistered away? Tsunami> Sutekh- well, if you wouldn't mind, let's leave the devil out of this Sutekh> lol tecnowraith> DWEizard my question is more on classes Tsunami> We're talking about what us DM's do heimdall> Sutekh: if the player needs to miss a week, that's a convenient excuse. Tsunami> Not what figuritive weirdo groups do Tsunami> :) Sutekh> Graazt then? Nichar> KingOfLaw: So do I.. How hard is it to update to 3.5? Tsunami> So, if you folks don't mind, let's gravitate back towards the main topic Nichar> sorry... Tsunami> Here's something I'm interested in: * Nichar will be good now BardStephenFox> I run a game and I play in a game. I have no problem with players that can't make it being absent. And as a player, I have no problem with the others wanting to do something else while I am crafiting items. Sutekh> Sorry Tsunami.. I only brought this up because it will happen in higher level games Sutekh> A wizard wants to make his items Sutekh> A cleric wants to make his golems Tsunami> For you gaming veterans, how has High Level Gaming changed throughout different editions? Sutekh> and you do that at high levels :) KingOfLaw> Not very hard. Most of the weapons rules and such are completely on their own. No such thing as a giant laser gun unless its on an actual space ship :P Sutekh> ( I assume Clerics can still make Golems :) ) DWizard> Tecno: are you looking to make classes more generic or more specific? KingOfLaw> o_o Warmaster_Horus> Tsunami: The epic level is pretty much a game on ts own now... BardStephenFox> Different through editions? Good question. I'm not sure I ever had a character legitimately make it above 11th level prior to 3.0 Nichar> kingoflaw: ok. KingOfLaw> Well, depends on if clerics have fabricate. Tika> (no, only cats can make Golems :) ) Tsunami> Horus- was that different back in 2e and 1st edition and OD&D? heimdall> agreed. there is a significant difference once you hit epic with the epic feats, new magic, etc. Sutekh> (I really hate cats :) ) Warmaster_Horus> Tsunami: ah I played AD&D not 1st ed D&D Tsunami> Heh. I'm just spouting editions Tsunami> Was that different in AD&D? heimdall> In 1st edition AD&D it was possible for a relatively snuffy assassin to take out Merlin. I miss that possibility, albeit small. Warmaster_Horus> Less powerful PCs, less powerful humans Tsunami> Interesting Sledge> multiclassing has been the major change I've noticed Warmaster_Horus> Indeed Tsunami> So do you think Epic Level Gaming is more powerful in 3.X? Sutekh> lunch time :) BardStephenFox> Yes, a high livel multi-classer was not that different from a singleclasser in terms of individual class power. but, the flexibility was a bg difference. ascendance> Tsu: Not compared to Dark Sun :) Warmaster_Horus> Indeed... I mean in AD&D the highest you could go was what? 30? and even then unless you had Quest spells there wasn't much difference Sledge> a character that was 27/24 in second is now 35th level which leaves the character both less and more powerful KingOfLaw> Actually, I saw a 40th level table Sledge> epic level is potentially more powerful Sledge> I ran stuff with the 2e High level book Sledge> no limits Sledge> even FRA had rules for 30some levels Sledge> that reminds me I need some Epic phaerimm conversions still. Tsunami> How about other systems? Warmaster_Horus> High level? Tsunami> You mentioned Amber. How does it handle Epic Level Gaming differently? Neko_Ali> by playing Amber.... Neko_Ali> all the PCs are basically demi-gods, correct/ Sledge> the 2e book wasn't called Epic Neko_Ali> ? Warmaster_Horus> I liked WestEnd Star Wars, even though you had to load bucketfulls of dice at high level, if you had a computer geek in the group they could have written a dice roller to get rid of that problem Sledge> "DM's Option High-Level Campaigns" heimdall> Yup, I remember that book. Sledge> very lame book mind you heimdall> I wasn't a big fan of any of the option books Songwind> 'lo Sledge> iirc intro mentioned how the other thought the book was a bad idea Tsunami> Do you think 3.x has handled High Level/Epic Level Gaming better than previous editions? Nichar> Yes. Warmaster_Horus> I think so Sledge> better, unless you're a slave to CRs heimdall> I think it has handled epic gaming better, but I dunno about the 10-20 range. BardStephenFox> I think it scales better and gives you a lot more options for the character. Songwind> I would cautiously say "yes" Songwind> Though 7-12 remains my favorite level range. Tsunami> In future editions, what do you think could be improved for high level/epic level gaming? BardStephenFox> QAt one point, it would have been silly to watch a battle between a high level fighter and a high level wizard. Sledge> because a power focused character will literally be a couple levels more powerful than a character that was developed for fun/story. Warmaster_Horus> Tsunami: Less of it heimdall> I think going back to a fixed HP progression would be best. Having a barbarian continue to get 1d12. yowch! Sledge> Easier encounter generation. :) Warmaster_Horus> I like how SWd20 keeps it simple and puts a lvl cap Songwind> Divine beings shouldn't have stats. :P Nichar> Why not? Sledge> Songwind I think that has nothing to do with epic so much as Campaign style Songwind> I just don't like for mortals to be able to truly rival the power of gods. It's just a personal preference thing :) Nichar> ok Songwind> Sledge: I know.. thus the :P Sledge> I'm a big fan of Moorcock, stuff like like Corum.. Warmaster_Horus> Songwind: I like them to rival gods, but not in a systematic way Songwind> Sledge: well, both Elric and Corum were enslaved to godlike beings themselves, so it's not quite the same thing. Warmaster_Horus> I mean a mortal rivaling or figting a god should be rare occurance, and I think having stats and systems for it , just makes it banal heimdall> agreed. there might be a way to defeat a god, but it's not by the power of one's swordarm Tsunami> I think it's good, though, to at least have options for fighting gods Sledge> Corum killed gods however Warmaster_Horus> and I think fights between gods should be done in "cutscenes" heimdall> Sledge, it's a matter of flavor and tone of the setting, I suppose. I prefer to keep my gods untouchable. Warmaster_Horus> Sledge: How many Corums were there? Songwind> Sledge: so did Elric. But, Elric had Stormbringer and Corum had the hand and eye, both of which were more or less divine in their own rights. Songwind> And without them, they'd have been so much hero-butter. Warmaster_Horus> How about splitting groups... are you for or against it? Songwind> That is the sort of thing I can get into. Or godly avatars that can be taken out, or even gods which can perhaps be defeated but never permanently, like the Olympians. Tsunami> I'm against splitting up groups Tsunami> I think it stretches the session too much Warmaster_Horus> Reasons? Songwind> I don't mind splitting up groups from time to time. Tsunami> And leaves players bored Songwind> but not regularly Warmaster_Horus> Splitting in a sense that half of the gorup doesn't come to that session Warmaster_Horus> and the next session the other half doesn't attend Tsunami> ah Tsunami> I've done that in the past Tsunami> The halfling barbarian's character couldn't make it Sledge> Horus: one Corum Tsunami> er, player, not character Tsunami> :) Tsunami> So I had the character fall down a pit Tsunami> And then we played a seperate adventure in which the other players made new characters to run Tsunami> Just to get the halfling back to the same level as the other characters Tsunami> It worked well Tsunami> But I've only done that twice in the campaign Tsunami> How about the rest of you? Tsunami> Splitting up the party: Yes or no? Sledge> yes occassionally BardStephenFox> My players sometimes run in different directions. It usually turns out less than good. Sledge> I run back and forth between two tables until the players get the hint. Warmaster_Horus> I like doing it sometimes... One time I had 2 players fall down a mine shaft and play 4 seperate session, while the other players mourned their loss, thinking that they were dead, and continued on the adventure Songwind> Ah, splitting up like that I haven't ever done. Warmaster_Horus> Was a nice reunin at the end BardStephenFox> But, I do my best to let them interact with the world in the way _they_ want to. Songwind> Never had that many players for long enough to plan it :) Warmaster_Horus> actually I am sorry it was 7 sessions not 4 BardStephenFox> At high levels, I think it becomes more likely that they will do that intentionally. * Dredge wonders which horus is the real horus Dredge> ;) Horus> I just wanted the room to have 45 people disregard this Horus BardStephenFox> When they are trying to get help from diverse sources, there is no reason not to use magic to get places fast. Horus> I dont like 44 Tsunami> heh * Songwind has very slightly nerfed magical transportation in his current campaign. Warmaster_Horus> Well since I am running WH lately, teleportation is pretty much out of the question, so no headache for me Tsunami> Has anyone here used High Level Modules in their games? BardStephenFox> When you have teleports, telepathic bonds, sendings, plane shifts and a slew of other high level spells, you do have to be ready for your players to decide to do something really odd. Warmaster_Horus> Not me Ostler> I have a group in Banewarrens..but I think they are starting to get bored with it Sledge> ran the 2e Labyrinth of Madness. Songwind> Bard: That's for sure. I will never forget the first time I heard the words, "Maybe we should look for help on another plane?" Mugzug> Actually the book of Eldritch Might by Monte Cook has some spells that address the teleport issue Sledge> nothing in 3e I've seen is high enough yet. heimdall> If you're used to running investigative games (CoC for instance), you have the same issue in a localized setting, though. Warmaster_Horus> I could never work with modules... I end up turning them into my kinda adventures, so no need to sped money there :P Songwind> I haven't used a prepared module for about 10 years I think. Tsunami> wow Warmaster_Horus> spend heimdall> the last prepared module I used was L1 a long time ago. Mugzug> As for modules, I use them as a basic idea. Then I completely change it. BardStephenFox> I haven't bought a module since the 80's. Tsunami> What do you folks most often change about the modules? Mugzug> Just about everything. Warmaster_Horus> I change everything Neko_Ali> I just usually pull things like npcs and maps from adventures Sledge> story, stats, names, bad architecture/ecology. heimdall> I keep the basic outline of the map :) BardStephenFox> When I use adventures, I localize them to my gameworld, then I will tweak them to accomodate the PC's so (hopefully) everyone has a valid role. Songwind> When I did use them, I changed enough of hte background to make it fit into my ongoing campaign. Mugzug> I consider them to be mere 'templates' from which I can build, change, add, or modify their story. Warmaster_Horus> I make them low magic item intensive, change most of the monsters to NPCs, change the plots, etc etc Neko_Ali> it's a rare adventure that actually makes me want to run it entirely Songwind> Hmm.. the ladies are asking me to watch a movie. Gotta run :) Tsunami> Heh, let me rephrase: What do you most often KEEP from modules? Warmaster_Horus> byes Tsunami> :) Neko_Ali> but a lot of them are good sources for ideas BardStephenFox> See you Songwind Tsunami> Thanks for coming, Songwind! Warmaster_Horus> Tsunami: The book, sometimes the pictures Tsunami> heh heimdall> Tsunami: the map Ostler> Keep: Maps, new creatures/items, some story elements BardStephenFox> But, High level modules just don't appeal to me. Usually, the PC's have developed into something completely different than the module anticipates. Tsunami> Speaking of maps, when running a campaign, how much of the world do you usually map out? Warmaster_Horus> Depends on the tone and level BardStephenFox> Once you hae characters running around in the high teens, they are powerful enough that I don't think a rather generalized module works. Warmaster_Horus> for low level and place-oriented, I map out the region and te surrounding regions... For others pretty much everything aside from "unknown" regions BardStephenFox> Eh, I map out very little of the world, I'm lazy that way. I try to have enough so there are places to put ideas. heimdall> Tsu: I like a lot of detail. I've run a spur-of-the-moment campaign before, but I try not to. I enjoy writing "lore." Warmaster_Horus> Kilroy the BBC talkshow host? Mugzug> I don't map the world. I map the movers and shakers of it. Anyone doing something I put down on paper. Sledge> map NiTessine> When I'm not using a ready campaign setting, I tend to use Generic Campaign Setting Mk.1... Meaning that the world is a tavern, a mysterious stranger, and the road to a dungeon, the map of which was lifted from Dungeon. NiTessine> I hate drawing maps... Mugzug> If I need a location, I just open the book, read the couple of paragraphs on it, and then wing it. Ostler> I have a general map of the main continent, and a lot of non specific maps I insert as needed. Plus, maps of areas I expect the characters to visit in the next session or 3 Warmaster_Horus> I like drawing maps, but i like drawing the landscape or a view of a particular region more thatdarncat> I've got a campaign setting I've slowly been adding to for years thatdarncat> it's sort of become my default setting Warmaster_Horus> Or I use oes from other sources NiTessine> Hello, Kaodi. BardStephenFox> As a question, what does everyone generally consider to be "High Level"? Kaodi> Hello. Kaodi> 15+ Warmaster_Horus> BardStephenFox: anything above 10 for me kilroy> Upwards of 15th level, NiTessine> Bard, double-digit levels... Ostler> 10+ Tsunami> 10 and above for me NiTessine> No campaign of mine has ever survived past sixth level. Ostler> 20+ is "epic" Kaodi> 15+ is high level, but anything double digits is fairly heroic. Sledge> 15+ Tsunami> (although 10 is the highest I've ever run a game for) BardStephenFox> How do you handle Legend Lore? By the books, 11+ is "lgendary". Warmaster_Horus> for me... 1-5 is low, 6-10 medium, 11-15 high, 16-20 ultrahigh Tsunami> I agree, Warmaster kilroy> IMO, 11+ means that the character's stories *last* kilroy> So they get a legend Tsunami> Levels 6 to 10 are my favorite Warmaster_Horus> I like 1-7 BardStephenFox> I am trying something new in my latest campaign. I am crating a god that manages legends and she requires quests to prove your worth every 5 levels. Kaodi> I consider level 6 to be an experienced person, and level 7 to be a veteran. Tsunami> 1-5 are fun to DM, but I don't think they're as fun to play in Tsunami> That's interesting, Bard NiTessine> Playing is fun, no matter what level... kilroy> I think those are the hardest to GM. kilroy> too easy to kill players with lucky shots at low levels. Tsunami> What are you thinking for as quests, Bard? Warmaster_Horus> on the contraire I like playing 1-5 the most BardStephenFox> I have been thinking that if you don't want to quest, that's fine. But there needs to be a drawback. Ostler> The characters in my high level game have made an impact on the world. The Cleric has a church be built in his honor. The psion a sect that studies to be like him. etc. NiTessine> But DMing to the mid-levels is coolest, because I get to make interesting NPCs and monsters. heimdall> I like 1-5 as a player... because a lot of planning is required to stay alive. Ostler> It helps make them legends. Warmaster_Horus> I like 1-5 because the scope is small... Not over the top like high level Ostler> The other game I run in the same campaign world has heard of the characters in the high level game Tsunami> Heh, that's neat Ostler BardStephenFox> Interesting question. I was planning on tailoring the quests to make it interesting for each PC. So, I haven't decided yet. Tsunami> What have they heard? heimdall> In my old group we did that a lot. Shadowrun was a perfect example. The characters we played previously became contacts for our new ones. Ostler> In fact, they have a statue of the psion, though they don't know it's signifigance. Ostler> They found it, and decided to keep it. Nobody seems sure why... :) Tsunami> Heh, that's cool Sledge> I like it from 9 up BardStephenFox> I think the key is that I will have the drawback for not questing being an exp penalty. That helps keep NPC's a bit lower level. The advaantage is that you are much less likely to be "noticed". Tsunami> Say, on a Tangent, here's another topic: BardStephenFox> So, maybe a high level assassin never quested and some of the common divinations don't work. I think it will throw them for a lopp later on in the game. Tsunami> How have you folks used Intelligent Items in your campaigns? Warmaster_Horus> yes Neko_Ali> tsu: very rarely kilroy> Rarely in 3e. Overmuch in 2e. Tsunami> (I suppose it's sort of High Level- it's part of high level treasure, right?) Warmaster_Horus> I used a sword that had a daemon prince in it Sledge> not yet in third... NiTessine> Tsu, I haven't... Ostler> Gotta run. L8r. Warmaster_Horus> byes Tsunami> See ya, Ostler! Sledge> a few times in 2nd Tsunami> Thanks for coming! Tsunami> I like the idea of a weapon having a god living in it Warmaster_Horus> I used it to act as a gateway for a PC to Chaos BardStephenFox> Heh - I have had 2 intelligent items in the last few games. The first was a quested item for the local lord. They didn't really want it anyway. NiTessine> They've never reached a level high enough to justify anything more than a dagger with a magic mouth. kilroy> Blade of Tyshall? heimdall> I haven't yet in 3rd. I did it when appropriate in 1st and 2nd. NiTessine> I've noticed I also tend to be very stingy with magic items. Warmaster_Horus> I run about 1 maybe 2 magic items per group NiTessine> In that last 6th-level game, they had a wand of magic missiles and a +1 longsword, and that's it. Neko_Ali> though it would be interesting to have a cursed intelligent item with telepathy, always telling the PC in his head that it read his party member's minds and they're out to get him :) BardStephenFox> The second was a gift from a god to his mortal hero. When the hero died, to a nasty outsider trying to devour his soul, his god put a fragmentt of his pesonality into the sword. Warmaster_Horus> brb heimdall> Neko_Ali: I've done something similar. BardStephenFox> So, the survivors were left with an intelligent item based on the heroic charater. kilroy> I try to run right at the DMG magic item values, maybe a bit high. But I make sure it's fairly rich in potions and expendables. Tsunami> I like the fact that there's a 1 percent chance any items is magical Tsunami> er, intelligent Tsunami> :) Tsunami> I once rolled up an intelligent necklace of prayer beads BardStephenFox> Whoa. kilroy> Excluding expendable items. Kaodi> I had an idea for a few cursed items... something like, " The Anarchist's Review - +5 bonus to knowledge (history), knowledge (nobility and royalty); +5 intelligence; alignment permanently moves one step closer to chaotic ) kilroy> Robe of blending 3 speeds. Works normally on small creatures. Inflicts 3d6 to medium, 5d8 to large. NiTessine> Hmm. Interesting idea I must try sometimes... A PC is killed by a magically unstable weapon, and his personality is fused into the blade. Tsunami> That's interesting, kaodi kilroy> Sorry, that's a semi-cursed item. Tsunami> That's a good idea, NiTessine Tsunami> Especially if a player wants to try a new character out for a little while * Tsunami sometimes gets that urge Sledge> So what tools do people here use to speed up encounter generation? NiTessine> Of course, with my normal group, the weapon would start playing members of the group against each other, and gain a backbiter enchantment... Mugzug> kaodi: But what if he is already chaotic? Maybe he has to act out chaotically once a week in some radical fashion? BardStephenFox> I manually create encounters. Kaodi> No, the item is merely designed to bring the reader closer to the writers viewpoint. heimdall> Cursed Item: +2 Berserking Sword... Additional Benefit of +2 Strength. The player who had it loved it. The rest of the party worked quickly to divest him of it. Tsunami> Sledge- I manually make them Tsunami> Beforehand Tsunami> Heimdall- Heh NiTessine> Heimdall, even better... a sword amulet that transforms into a short, long, bastard or greatsword when the proper command word is spoken. BardStephenFox> Especially high levels, I need to make sure I know what the adversary can do. Mugzug> Encounters: I have a lot of monster manuals (mm, mm2, fiend folio, tome of horrors etc..) there are CR tables in the DMG and in the back of these books that can be easily used heimdall> Sledge: There's no such thing as a random encounter in my campaign, much like Tsunami said. * Nichar tries to generate a list of encounters before any given session Mugzug> Worst case, there is the random encounter tablle in the DMG that has rolls for everything including furniture and enciroment. NiTessine> So, the fighter who owns it is picking his teeth with it. The party wizard looks at him, and speaks the command word to turn it into a greatsword. Sledge> right now I'm finding I don't always want to spend my time making up 10 or 12 CR 30 something encounters... heimdall> NiTessine: that's evil. I like it! kilroy> I pre-gen 5 or 6 different encounters and use the ones that fit best for the given setting. BardStephenFox> Sometimes I will plop an encounter out if everyone is getting bored of no actions. Nichar> NiTessine: Ouch Sledge> stuff in the room is easy... Warmaster_Horus> back back NiTessine> That's my group. I'd like it, too, if they occasionally played something else. Warmaster_Horus> What's teh topic now? Warmaster_Horus> the Tsunami> Intelligent and magic items, Horus Warmaster_Horus> ah ok Warmaster_Horus> No more than at most 2 magic items per my groups Tsunami> Have you ever used any intelligent items? Tsunami> Speaking of, does anyone have a problem of "items defining characters?" Kaodi> I think that semi-cursed items done right could greatly enhance a campaign. NiTessine> Hmm... I might, of course, do the PC-intelligent item by having the item surface in a different campaign, with a different group. BardStephenFox> I'm going to split. Nice chatting with you all. Hope I said something interesting. :) Warmaster_Horus> Tsunami: I do! Tsunami> In my campaign, items defining characters was not really a problem Warmaster_Horus> I hate that! Tsunami> See you, Bard! NiTessine> Bye, Fox. Nichar> BardStephenFox: Later Tsunami> Thanks for coming! Warmaster_Horus> bye BardStephenFox Mugzug> Here and there. I use a random treasure generator program that occasionally shoots one out. Then I detail its history. heimdall> Tsu: Yup. Tsunami> The items and the characters were one and the same, pretty much Tsunami> The druid had the Cape of the Montebank which added to his character Warmaster_Horus> I sually give characters abilities instead Warmaster_Horus> I'm sorry I am not a bye-the book DM at all :( Tsunami> The duelist had his magic swords that added to his fighting prowress, and therefore his character Tsunami> That's perfectly fine, Horus! Kaodi> Tsunami> Items defining characters is kind of a loose term though, you could take that one of two ways. Tsunami> We need a good mix of DM's to instigate an interesting discussion Tsunami> Kaodi- good point Velvet> don't your players get upset if someone get something great and they only get something blah? * Nichar created an intelligent longsword once... * IIsi50MHz jams while soaking up the conversation Nichar> never got to use it heimdall> I tend to select my items based on the development of my characters Tsunami> I suppose in my campaigns items sort of define characters, but it's more of a good thign than a bad thing Tsunami> Velvet- that's never actually happened in my campaign Mugzug> I see my campaigns tend to define what sort of items my PC's will want... Mugzug> Like when I throw demons, they use holy items... Warmaster_Horus> Velvet: My usuals and payers that I am exposing to my style, usually have huge gaps in powr between each other... But I try to make it fun for all of them and no complaints so far :P Mugzug> If I use fire resistant creatures, they start getting Wands that do cold spells, etc. Warmaster_Horus> players Velvet> ah kilroy> I try to avoid the PCs turning into nothing but steeds for the gear kilroy> I prefer lots of minor items, functional but nothing that stands out. heimdall> kilroy, that's my preference, too. Tsunami> In a story I read recently, a fighter battled with a huge ogre who used his own disembodied head as the head of his mace Tsunami> He had a good line Kaodi> Would you consider it OK for items to define the character that created them? Tsunami> "At least I know who is the master and who is the weapon!" Tsunami> I'd say so, Kaodi Warmaster_Horus> I would consider it OK for the creators to define the weapon :P heimdall> i try to focus on the story, so the magic items have to fit. I don't use the random tables in the DMG. Same thing is true of the encounters I build. They need to fit myplot. kilroy> I'm with Horus Neko_Ali> night all Warmaster_Horus> Kinda like having a little bit of his/her essence bleed into the item Warmaster_Horus> bye neko Tsunami> Goodnight, Neko! Tsunami> Thanks for coming! Harlock> seeya Ali Tsunami> The paladin in my campaign actually forged his own armor Warmaster_Horus> and making items that are not in concordance with the ones from DMG Tsunami> Quite cool heimdall> i would like to see my players get to that point, tsunami. Warmaster_Horus> Like the sword one of my wizard players created for the fighter character Tsunami> That's neat kilroy> One of the clerics in my game is making a puzzle crypt. It will raise dead but requires massive effort to assemble. Warmaster_Horus> He basicly "enchanted" it as he died, and thereafter that sword really started to hurt creatures of Chaos Tsunami> Heh, cool Tsunami> I love it when players come up with cool stuff like that Kaodi> That would be interesting, creating an item that has your life essense as the final component, hehehe... Warmaster_Horus> Kinda acted like a "holocron too Warmaster_Horus> "holocon" Tsunami> holocon? kilroy> Ever played Earthdawn? That kind of thing happened with items getting powers from their past weilders. Warmaster_Horus> He was wounded in battle and dying so he just did that so that "he would be more powerful than the BBEG could even possibly imagine" Tsunami> Ha ha ha IIsi50MHz> lol, wtg heimdall> horus, that's pretty awesome. Kaodi> It would also make a great alternative in campaigns that don't feature raising the dead... The wizard doesn't want to bite the biscuit, so he crafts a staff that will absorb his intelligence when he dies as long as he is within a reasonable range from it. Tsunami> Hm... Tsunami> That would be interesting Tsunami> Well, any other DM-related issues anyone would like to bring up? Velvet> question? what about if your players are tired of their characters and want new ones, what about moving over XP to new character.. * Velvet does IIsi50MHz> Tsunami, yeah: why do I suck? (^: Tsunami> Well, there's this diaphram connected to your lungs heimdall> I let new characters come in at 90% of the party average in XP IIsi50MHz> Ha. Figures Nichar> hi thatdarncat Tsunami> Velvet- that's interesting Tsunami> If all the players were tired of their characters, I might allow that kilroy> I do somethign similar with a few thousand Xp behind. Warmaster_Horus> Another time the PCs killed te BBEG in one adventure... A really big BBEG and while they were gong through his "domain" in a latter adveture, they came upon a box that when opened displayed a "message" for the player(mainly the one PC that the BBEG thought was his nemesis) from the long-dead BBEG... Teling them that even though he always hated and fought with him, he also respected him... He also told him that should he be the one that survived their encounter, he was to use the "item" that he was leaving behind to face the u RangerWickett-away> What happens when the PCs level up beyond their villains? kilroy> Why aren't the villians leveling as they fight the PCs? IIsi50MHz> "behind to face the upcoming..." -clipped Kaodi> If I were DMimg a campaign, I think I would be more inclined perhaps to put characters at something like the lowest characters XP - 100*level Warmaster_Horus> darkness Kaodi> Villains don;t have to be the same level as PCs... Tsunami> That's devious, Horus Tsunami> :) Kaodi> They can be way lower, or way higher, depending on their inclinations. Warmaster_Horus> I always cheat at that... the BBEG is always higher DoctorOtaku> 'lo! Tsunami> Same here, Horus Tsunami> :) IIsi50MHz> allo doc Warmaster_Horus> Tsunami: It was true though... He was leaving them the weapon that he intended to fight the darkness with Warmaster_Horus> Hello Doc kilroy> Some of mine are lower, but they use sneakier tactics. Psycho> full house tonight Warmaster_Horus> Tsunami: But he also considered that he might be defeated so he left it as a contingency Tsunami> That's interesting heimdall> if I have BBEG who's lower, there's more than 1. Almost a TPK with 3 bugbears with a CR of 5 with the party of 6 6 levels. Kaodi> I suppose though if your BBEG is considerably lower level than the party, then his bodyguard should be a fair bit higher, hehehe... Warmaster_Horus> Hello Psycho heimdall> the tactics of the 3 almost ended the party's existence. Warmaster_Horus> Hello Bruce Sutekh> ssh Otaku Sutekh> listening :) Campbell> Greetings Warmaster. Psycho> Blackguard + 4 vampspawn nearly finished 8 7th lvl charcaters IIsi50MHz> Contingency Spell: Give powerful cursed item to own nemesis "out of respected." Be sure to enchant to emit manaical laughter at inopportune moments. Warmaster_Horus> It wasn't cursed :) IIsi50MHz> Curse it relative. Warmaster_Horus> He genuinely gave them the weapon to fight the darkness... making them his champions IIsi50MHz> see? curse! Tsunami> Heh heh heh IIsi50MHz> (-; Kaodi> Now, that would be evil... give the BBEG an alignment changing item, hehehe... Warmaster_Horus> When they later learned that he wasn't such bad guy himself, but a desperate one, they were more somber heimdall> i would award a goodly amount of XP to the party for that, Kaodi. Psycho> We tried dropping a Halm of Reverse Alighnment on the BbEG once Warmaster_Horus> interesting point... I love it when the party convinces the bad guy to pull a Vader NiTessine> Hello, Mark. Warmaster_Horus> Hello Mark CMG_Mark> Evening all :) IIsi50MHz> Allo Mark Tsunami> Welcome to the Workshop, Mark! Sutekh> did Ryand come back? Tsunami> I'm not sure- he could have been in disguise Tsunami> But I don't think so NiTessine> Hello, Watchman. Night_Watchman> hi Warmaster_Horus> oh no! my nemesis is on TV! Kaodi> I don't necessarily mean change his alignment completely, but changing your LE bad guy to LN, or your CE bad guy to NE could produce some subtle and interesting effects. Sledge> someone mentioned a random treasure generator.... Sledge> any chance it does epicish? CMG_Mark> How was the crowd tonight? Tsunami> Anyways, an hour and a half ain't bad. I'm going to call this as the official "END OF WORKSHOP!" Tsunami> Thanks to all participators! [/QUOTE]
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