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<blockquote data-quote="paradox42" data-source="post: 2842539" data-attributes="member: 29746"><p>Ruleslawyer has an excellent point hidden in the post there that might be missed- DMs who are used to low-level games get used to thinking of D&D as a sort of Lord of the Rings analogue. But at high levels, it becomes something more akin to a superhero comic that just happens to be taking place in a world with elves, dragons, and so on. The high-level PCs are the superheroes, and the BBEGs they fight are supervillians in that sense. Think of it less like Lord of the Rings and more like X-Men, or Justice League or the Authority as ruleslawyer stated, and you'll get a better handle on how to keep things interesting. I've taken great advantage of that in my own games, and in fact I strongly prefer running and playing in games at high level because the stories you can tell are so sweeping and massive in scope and scale.</p><p></p><p>One thing the OP should strongly consider is checking out recent issues of Dungeon, particularly the later Age of Worms scenarios. Even if the world is homebrew, and you'd never actually run the adventures in Dungeon (whether "as written" or "at all"), those adventures can give you great ideas for how to handle the powers of high-level PCs in your own games. An example from my own readings is that I took "The Prince of Redhand" as inspiration for running my own adventure that featured political intrigue more than any sort of fighting or "Doing Stuff" scenario. I've always been weak on the political side of adventures, but the one I ran after reading that one got all of my players gripped and in their seats wondering where it was going next. So I guess my advice here is, borrow liberally from those who have been here before you, and learn as you go.</p></blockquote><p></p>
[QUOTE="paradox42, post: 2842539, member: 29746"] Ruleslawyer has an excellent point hidden in the post there that might be missed- DMs who are used to low-level games get used to thinking of D&D as a sort of Lord of the Rings analogue. But at high levels, it becomes something more akin to a superhero comic that just happens to be taking place in a world with elves, dragons, and so on. The high-level PCs are the superheroes, and the BBEGs they fight are supervillians in that sense. Think of it less like Lord of the Rings and more like X-Men, or Justice League or the Authority as ruleslawyer stated, and you'll get a better handle on how to keep things interesting. I've taken great advantage of that in my own games, and in fact I strongly prefer running and playing in games at high level because the stories you can tell are so sweeping and massive in scope and scale. One thing the OP should strongly consider is checking out recent issues of Dungeon, particularly the later Age of Worms scenarios. Even if the world is homebrew, and you'd never actually run the adventures in Dungeon (whether "as written" or "at all"), those adventures can give you great ideas for how to handle the powers of high-level PCs in your own games. An example from my own readings is that I took "The Prince of Redhand" as inspiration for running my own adventure that featured political intrigue more than any sort of fighting or "Doing Stuff" scenario. I've always been weak on the political side of adventures, but the one I ran after reading that one got all of my players gripped and in their seats wondering where it was going next. So I guess my advice here is, borrow liberally from those who have been here before you, and learn as you go. [/QUOTE]
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