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First time running a high-powered campaign...
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<blockquote data-quote="ThorneMD" data-source="post: 3208482" data-attributes="member: 4752"><p>Here are my suggestions both for the campaign idea and high-powered play.</p><p></p><p>First Campaign Idea:</p><p>This might be coming from the fact that I recently picked up Weapons of Legacy and really enjoy it, but since they are supposed to be God-Sends, why not give each a weapon of legacy. This way you can still make sure they have the needed magic, but don't have to call on the power of the Gods.</p><p></p><p>High-Powered Play:</p><p>This depends on your idea of high-powered. I recently played in a campaign that ended at 19th level and DM'ed a campaign that ended at 12th. Both can be considered high level by the right person. I'll assume you mean up to around 20th level.</p><p></p><p>1. Give them mystic enemies to fight. One of the most memorable fights that I've had recently included a fight with an Young Adult Green Dragon played the correct way. It kicked out butts but we all loved it.</p><p></p><p>2. If its a war, give the players control some of the armies. This usually makes them feel even better than then normal people, especially when they take out 50 enemies in a matter of seconds.</p><p></p><p>3. As much as they are God-Sends, I wouldn't involve the Gods too much. If I were a player and the DM included the Gods in everything, I wouldn't feel too powerful. Make the character the central issue. Have assassins from the other side try to take them out, if an enemy mage spots them then the brunt goes there, etc. Things like that could make it seem like the enemies need them dead to succeed.</p><p></p><p>Just my thoughts. Use as you wish.</p></blockquote><p></p>
[QUOTE="ThorneMD, post: 3208482, member: 4752"] Here are my suggestions both for the campaign idea and high-powered play. First Campaign Idea: This might be coming from the fact that I recently picked up Weapons of Legacy and really enjoy it, but since they are supposed to be God-Sends, why not give each a weapon of legacy. This way you can still make sure they have the needed magic, but don't have to call on the power of the Gods. High-Powered Play: This depends on your idea of high-powered. I recently played in a campaign that ended at 19th level and DM'ed a campaign that ended at 12th. Both can be considered high level by the right person. I'll assume you mean up to around 20th level. 1. Give them mystic enemies to fight. One of the most memorable fights that I've had recently included a fight with an Young Adult Green Dragon played the correct way. It kicked out butts but we all loved it. 2. If its a war, give the players control some of the armies. This usually makes them feel even better than then normal people, especially when they take out 50 enemies in a matter of seconds. 3. As much as they are God-Sends, I wouldn't involve the Gods too much. If I were a player and the DM included the Gods in everything, I wouldn't feel too powerful. Make the character the central issue. Have assassins from the other side try to take them out, if an enemy mage spots them then the brunt goes there, etc. Things like that could make it seem like the enemies need them dead to succeed. Just my thoughts. Use as you wish. [/QUOTE]
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