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*Dungeons & Dragons
High Level Adventures Where the World Isn't at Stake
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<blockquote data-quote="Deset Gled" data-source="post: 7969467" data-attributes="member: 7808"><p>IMNSHO, the best way to give something high stakes is to make it personal. Some ways to apply this to quests:</p><p></p><p>- One character's spouse/mother/sibling/important person is missing. They cannot be located by any magical means. Maybe they're kidnapped. Maybe they were experimenting with magic. In any case, they must be found.</p><p></p><p>- A character needs special ingredients or training to get their next level abilities, so they need to go a quest to find the items or person. This works best if you also do roleplaying about training between levels, and enforce rules about spellbooks and components. Bascially, you can make characters work to get access to high level spells or get training for their highest level abilities.</p><p></p><p>- A character's childhood home is under threat. Not by monsters or war but by government. The authorities are going to make a road/bypass/building, and are going to tear the home down. The king agrees to change his plans if the adventurers do a favor for him... Obviously this requires a certain level of lawfullness/goodness in the party to prevent it from turning into violence against the (good) king.</p><p></p><p>- A character's dog accidentally got into a cursed potion. It will die in XX days if an antidote can't be found. Failure doesn't mean the world ends, but it would be really sad.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 7969467, member: 7808"] IMNSHO, the best way to give something high stakes is to make it personal. Some ways to apply this to quests: - One character's spouse/mother/sibling/important person is missing. They cannot be located by any magical means. Maybe they're kidnapped. Maybe they were experimenting with magic. In any case, they must be found. - A character needs special ingredients or training to get their next level abilities, so they need to go a quest to find the items or person. This works best if you also do roleplaying about training between levels, and enforce rules about spellbooks and components. Bascially, you can make characters work to get access to high level spells or get training for their highest level abilities. - A character's childhood home is under threat. Not by monsters or war but by government. The authorities are going to make a road/bypass/building, and are going to tear the home down. The king agrees to change his plans if the adventurers do a favor for him... Obviously this requires a certain level of lawfullness/goodness in the party to prevent it from turning into violence against the (good) king. - A character's dog accidentally got into a cursed potion. It will die in XX days if an antidote can't be found. Failure doesn't mean the world ends, but it would be really sad. [/QUOTE]
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High Level Adventures Where the World Isn't at Stake
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