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How To Make High Level 5E Work.For You +
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<blockquote data-quote="EzekielRaiden" data-source="post: 9793893" data-attributes="member: 6790260"><p>Maybe I'm just weird, but I don't think this requires <em>years</em> of play. It just requires...writing NPCs that are interesting, fun, likeable people that the party would really rather see happy and healthy? I don't really get why that's <em>that</em> much of a challenge. Sure, you'll probably churn through five NPCs for each single beloved NPC, but...that's normal.</p><p></p><p></p><p>I would argue that it still can be useful, you just have to think about it differently.</p><p></p><p>Perhaps time passes differently (something you warn the players about <em>ahead of time</em>, to be clear)--so that when they return to Icewind Dale seeking out (say) an elf NPC ally they trusted....they come back to find <em>statues in their honor</em>. Individual folks they knew may be old or have passed on, but the <em>memory</em> of Legendary Heroes transcends lifetimes. They've literally become larger than life. The village in the Dale that you left behind has become a bustling town, bolstered by various things...including what you've done for them.</p><p></p><p>As long as the players can accept these kinds of consequences, this leads to a whole new understanding. They're no longer <em>just</em> adventurers wandering around. They're <em>bedtime stories</em> for the children of the Dale. They're <em>prayed to</em> by frightened locals in desperate times.</p><p></p><p>And that's just one possibility. Other options could be to tie in those planar adventures to the Dale--it is, after all, only minimally explored and on the very frontier of Faerun. Who knows what lurks beneath the ice? The ancient species that once ruled Faerun, long ago, have left many mysteries forgotten under the ice. If the PCs care about the folks in the sleepy towns they left behind in the Dale, they'll probably feel all the more keenly the need to do their tasks. Or, perhaps some kind of planar distortion has <em>sent</em> their old stomping ground INTO some other plane, and now they have a deeply personal reason to figure out what the hell is going on and how it can be fixed.</p><p></p><p>I'm not saying it's a trivial thing--no GMing work is, in my experience--but it's not like these ideas are all that inaccessible.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9793893, member: 6790260"] Maybe I'm just weird, but I don't think this requires [I]years[/I] of play. It just requires...writing NPCs that are interesting, fun, likeable people that the party would really rather see happy and healthy? I don't really get why that's [I]that[/I] much of a challenge. Sure, you'll probably churn through five NPCs for each single beloved NPC, but...that's normal. I would argue that it still can be useful, you just have to think about it differently. Perhaps time passes differently (something you warn the players about [I]ahead of time[/I], to be clear)--so that when they return to Icewind Dale seeking out (say) an elf NPC ally they trusted....they come back to find [I]statues in their honor[/I]. Individual folks they knew may be old or have passed on, but the [I]memory[/I] of Legendary Heroes transcends lifetimes. They've literally become larger than life. The village in the Dale that you left behind has become a bustling town, bolstered by various things...including what you've done for them. As long as the players can accept these kinds of consequences, this leads to a whole new understanding. They're no longer [I]just[/I] adventurers wandering around. They're [I]bedtime stories[/I] for the children of the Dale. They're [I]prayed to[/I] by frightened locals in desperate times. And that's just one possibility. Other options could be to tie in those planar adventures to the Dale--it is, after all, only minimally explored and on the very frontier of Faerun. Who knows what lurks beneath the ice? The ancient species that once ruled Faerun, long ago, have left many mysteries forgotten under the ice. If the PCs care about the folks in the sleepy towns they left behind in the Dale, they'll probably feel all the more keenly the need to do their tasks. Or, perhaps some kind of planar distortion has [I]sent[/I] their old stomping ground INTO some other plane, and now they have a deeply personal reason to figure out what the hell is going on and how it can be fixed. I'm not saying it's a trivial thing--no GMing work is, in my experience--but it's not like these ideas are all that inaccessible. [/QUOTE]
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