Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
I don't get high-level D&D (merged)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Barastrondo" data-source="post: 1293969" data-attributes="member: 3820"><p>Excellent advice, although I'd add the caveat that it's always good to keep a sharp eye on pacing, and on the tastes of your players. I've played in a game that followed this guideline for several years, and it wound up feeling almost more like a chore than like a game toward the end — we certainly felt that we had to keep our PCs involved in hunting things down, to the point that we almost never got to do anything that our PCs would have enjoyed or seen as fun. Things that we as players would have enjoyed as well! No mingling and socializing at a fancy affair, no taking a week off to go fishing, certainly no time to pursue romantic entanglements — if we weren't out there making progress against the antagonists, we'd be sorry in no time sharp. The ramifications of one particular mistake we made were still kicking us around by the time my wife and I moved away to WNC and left the campaign on a regular basis, and continue to do so whenever we visit/are visited by our friends and had time to game with them again. </p><p></p><p>Now, this is certainly one of the better games I've ever played in, and it was great for making us feel empowered — even at lower levels, entire noble households were rising and falling based on what we were doing. But because the pace kept on picking up as we got to higher and higher level, and the threats kept rising in scope, we started feeling as though we'd never get to enjoy the fruits of our labors, and the power-ups of new levels and magic items couldn't compete with what we were missing. This may not be a problem for all groups — some people would be much happier with that kind of unrelenting pace — but it should definitely be said that the pacing should complement the players' tastes to some extent. </p><p></p><p></p><p></p><p>This is hardly scientific reasoning, but I think that another reason that D&D spellcasting doesn't match up with literary magic use is because novels cannot afford to let magic get too repetitive if they want to keep the wonder, while a certain amount of repetitiveness is unavoidable in a roleplaying game. In a novel, a particular trick can only be used a few times before it isn't really that interesting to the reader any more; that's why you often see magic systems where spells (or magical effects) are spontaneously created to deal with the situation at hand. But in a game like D&D where spell effects are clearly defined and ranked and categorized ahead of time, once you find a particular spell or spell combination that works really well, it's in your best interests to use it as often as required. The game often assumes that you'll be using the best tools for the job, even if it means repeating yourself. </p><p></p><p>Again, this isn't necessarily a bad thing, because a player has a lot more fun casting sonic-substituted fireballs again and again than a third party would have reading about another sonic-substituted fireball going off in a book. But it is a difference, and it does mean that the game probably won't match the expectations a person brings from other fantasy media. (Note that I don't say the game will be lesser than those expectations — it just won't match them.)</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 1293969, member: 3820"] Excellent advice, although I'd add the caveat that it's always good to keep a sharp eye on pacing, and on the tastes of your players. I've played in a game that followed this guideline for several years, and it wound up feeling almost more like a chore than like a game toward the end — we certainly felt that we had to keep our PCs involved in hunting things down, to the point that we almost never got to do anything that our PCs would have enjoyed or seen as fun. Things that we as players would have enjoyed as well! No mingling and socializing at a fancy affair, no taking a week off to go fishing, certainly no time to pursue romantic entanglements — if we weren't out there making progress against the antagonists, we'd be sorry in no time sharp. The ramifications of one particular mistake we made were still kicking us around by the time my wife and I moved away to WNC and left the campaign on a regular basis, and continue to do so whenever we visit/are visited by our friends and had time to game with them again. Now, this is certainly one of the better games I've ever played in, and it was great for making us feel empowered — even at lower levels, entire noble households were rising and falling based on what we were doing. But because the pace kept on picking up as we got to higher and higher level, and the threats kept rising in scope, we started feeling as though we'd never get to enjoy the fruits of our labors, and the power-ups of new levels and magic items couldn't compete with what we were missing. This may not be a problem for all groups — some people would be much happier with that kind of unrelenting pace — but it should definitely be said that the pacing should complement the players' tastes to some extent. This is hardly scientific reasoning, but I think that another reason that D&D spellcasting doesn't match up with literary magic use is because novels cannot afford to let magic get too repetitive if they want to keep the wonder, while a certain amount of repetitiveness is unavoidable in a roleplaying game. In a novel, a particular trick can only be used a few times before it isn't really that interesting to the reader any more; that's why you often see magic systems where spells (or magical effects) are spontaneously created to deal with the situation at hand. But in a game like D&D where spell effects are clearly defined and ranked and categorized ahead of time, once you find a particular spell or spell combination that works really well, it's in your best interests to use it as often as required. The game often assumes that you'll be using the best tools for the job, even if it means repeating yourself. Again, this isn't necessarily a bad thing, because a player has a lot more fun casting sonic-substituted fireballs again and again than a third party would have reading about another sonic-substituted fireball going off in a book. But it is a difference, and it does mean that the game probably won't match the expectations a person brings from other fantasy media. (Note that I don't say the game will be lesser than those expectations — it just won't match them.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
I don't get high-level D&D (merged)
Top