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Do all high-level modules in 3E suck?
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<blockquote data-quote="poilbrun" data-source="post: 107939" data-attributes="member: 532"><p>If you don't like official adventures, your DM should create the adventures himself!... No, just kidding!<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>Seriously though, I too find that high-level adventures are usually, and not only those by WotC, quite unadapted to be played as is. I'm a big fan of high-level campaigning myself, and unfortunately, I have huge problems finding good adventures. I thus usually end up modifying the adventures a lot, or create them myself, which doesn't take much longer. The problem is often that official adventures are generic enough to be used by anyone. However, by the time you're high-level, you have too much of a background story to easily fit in generic adventures.</p><p></p><p>As far as design is concerned, I usually end up giving powerful enemies mind blank spells so that they can't be scryed upon and protect their lair so that the players can't teleport easily there. It's kinda bad designing too (since every enemy always ends up like this), but if I want the players to do a "normal" adventure, I have to do this. Furthermore, a high-level NPC normally always would protect himself this way...</p><p></p><p>I realize that I'm not really useful, since I only say that your DM should create adventures himself, or then modify existing ones heavily. To help you a bit more, I heard that Monte Cook had created high-level adventures. I haven't read nor played them myself, but maybe your DM should take a look this way...</p></blockquote><p></p>
[QUOTE="poilbrun, post: 107939, member: 532"] If you don't like official adventures, your DM should create the adventures himself!... No, just kidding!:D Seriously though, I too find that high-level adventures are usually, and not only those by WotC, quite unadapted to be played as is. I'm a big fan of high-level campaigning myself, and unfortunately, I have huge problems finding good adventures. I thus usually end up modifying the adventures a lot, or create them myself, which doesn't take much longer. The problem is often that official adventures are generic enough to be used by anyone. However, by the time you're high-level, you have too much of a background story to easily fit in generic adventures. As far as design is concerned, I usually end up giving powerful enemies mind blank spells so that they can't be scryed upon and protect their lair so that the players can't teleport easily there. It's kinda bad designing too (since every enemy always ends up like this), but if I want the players to do a "normal" adventure, I have to do this. Furthermore, a high-level NPC normally always would protect himself this way... I realize that I'm not really useful, since I only say that your DM should create adventures himself, or then modify existing ones heavily. To help you a bit more, I heard that Monte Cook had created high-level adventures. I haven't read nor played them myself, but maybe your DM should take a look this way... [/QUOTE]
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