Doug McCrae
Legend
Good point.So, its quite possible to percieve a need for high level spells even if you don't anticipate them seeing much use by PC's.
I think he has two separate objections to MH:If you look at EGG's theories of play as a whole, I think what EGG was railing against wasn't so much 'high level play' as it was his perception that too many DM's were discouraging what EGG considered 'skillful play' by making attaining high level too easy. The real heart of his complaint is I think that 'high level play' makes it easy to overcome all challenges with 'character skill' rather than the 'player skill' he thinks that the game should encourage.
1) The PCs go beyond the scope of the game as written too quickly. Monsters in the book aren't a challenge, the listed magic items are worthless as the PCs already have better. The game group gets bored of D&D after a short time, six months or so, maybe less. The same group could've got a much longer period of play out of the same product if advancement had been kept much slower.
2) Players under a MH GM are undeserving of their PC's power. The idea seems to be that having a high level character should mean something, it should be a respected badge of honor. Having a 10th level cleric, say, should indicate the same (high) level of player skill across different game groups. PC power should match player skill.
I don't think, otoh, that Gary has any problem with challenges that are overcome thru character power alone. D&D is full of those.
Quotes in support of the above:
1e DMG page 92
Thoughtless placement of powerful magic items has been the
ruination of many a campaign. Not only does this cheapen what should be
rare and precious, it gives player characters undeserved advancement and
empowers them to become virtual rulers of all they survey.
...
many campaigns are little more than a joke, something that better DMs
jape at and ridicule - rightly so on the surface - because of the foolishness
of player characters with astronomically high levels of experience
and no real playing skill. These god-like characters boast and strut about
with retinues of ultra-powerful servants and scores of mighty magic items,
artifacts, relics adorning them as if they were Christmas trees decked out
with tinsel and ornaments. Not only are such "Monty Haul" games a crashing
bore for most participants, they are a headache for their DMs as well,
for the rules of the game do not provide anything for such play - no
reasonable opponents, no rewards, nothing! The creative DM can, of
course, develop a game which extrapolates from the original to allow such
play, but this is a monumental task to accomplish with even passable
results, and those attempts I have seen have been uniformly dismal.
Strategic Review Vol 2 Issue 2
It is often a temptation to the referee to turn his dungeons into a veritable gift shoppe of magical goodies, ripe for plucking by his players. Similarly, by a bit of fudging, outdoor expeditions become trips to the welfare department for heaps of loot. Monsters exist for the slaying of the adventurers — whether of the sort who “guard” treasure, or of the wandering variety. Experience points are heaped upon the undeserving heads of players, levels accumulate like dead leaves in autumn, and if players with standings in the 20’s, 30’s and 40’s of levels do not become bored, they typically become filled with an entirely false sense of accomplishment, they are puffed up with hubris. As they have not really earned their standings, and their actual ability has no reflection on their campaign level, they are easily deflated (killed) in a game which demands competence in proportionate measure to players’ levels.
Last edited: