TheVoiceOfReason
First Post
Greetings All!
I've been DMing on-and-off since the release of DnD 3.X (just a player prior that, but not for long) and I'm wondering if i could get a few opinions and/or suggestion from some fellow gamers...
I've just recently started DMing a high level game (took over the DMship at level 13) and i have managed to grossly underestimate the impact of high level magic, specifically that weilded by the PCs on what adventure material is viable. The PCs being able to Greater Teleport, Planeshift, Dominate, etc didn't catch me by surprise, but i didn't expect them to either walk through or skip entirely large amounts of material i've prepared...
Example: It came to pass that the PCs needed to make their way to a city in the far frozen north of the setting. There were few reliable maps of the region, few of which featured the city at all, the city being largely regarded as a mythical place. I had the grand idea that the PCs would at least try to travel there by conventional (or semi-conventional) means, aided by magic, discovering plot devices, meeting nifty NPC, defeating nifty monsters, gorging themselves on treasure and XP, etc, as we'd all had a grand old time doing in lower levels, just with a greater scale, risk and overall epic 'feel'...
But instead of that, the PCs descided to spend masses of time and resources casting divinations and Greater Teleporting to their destination. I knoew spells and psionic powers would play a major part, as they always had done, but i din't know they would be the entirety of that leg of the adventure!
Obviously, i should have planned more thoroughly for such eventualities, and since then i have done just that. However, i'm having alot of difficulty coming up with usable adventure material that isn't either totally wacky, overpowered or the product of rules engineering to prevent circumvention by the PCs...
Is this something that other DMs have had trouble with? Are other Players out there overwhelmed by high level magic/psionics?
HELP!!!
I've been DMing on-and-off since the release of DnD 3.X (just a player prior that, but not for long) and I'm wondering if i could get a few opinions and/or suggestion from some fellow gamers...
I've just recently started DMing a high level game (took over the DMship at level 13) and i have managed to grossly underestimate the impact of high level magic, specifically that weilded by the PCs on what adventure material is viable. The PCs being able to Greater Teleport, Planeshift, Dominate, etc didn't catch me by surprise, but i didn't expect them to either walk through or skip entirely large amounts of material i've prepared...
Example: It came to pass that the PCs needed to make their way to a city in the far frozen north of the setting. There were few reliable maps of the region, few of which featured the city at all, the city being largely regarded as a mythical place. I had the grand idea that the PCs would at least try to travel there by conventional (or semi-conventional) means, aided by magic, discovering plot devices, meeting nifty NPC, defeating nifty monsters, gorging themselves on treasure and XP, etc, as we'd all had a grand old time doing in lower levels, just with a greater scale, risk and overall epic 'feel'...
But instead of that, the PCs descided to spend masses of time and resources casting divinations and Greater Teleporting to their destination. I knoew spells and psionic powers would play a major part, as they always had done, but i din't know they would be the entirety of that leg of the adventure!
Obviously, i should have planned more thoroughly for such eventualities, and since then i have done just that. However, i'm having alot of difficulty coming up with usable adventure material that isn't either totally wacky, overpowered or the product of rules engineering to prevent circumvention by the PCs...
Is this something that other DMs have had trouble with? Are other Players out there overwhelmed by high level magic/psionics?
HELP!!!