Is it harder to be a DM in a high-level campaign?

In my experience as a DM, we always start out at level 1, and usually the characters die or the group fizzles out before the PCs get beyond level 7. That probably doesn't say much for me as a DM, but in any case . . .

Isn't it hard to control the setting when players become so powerful that they can lead armies, rule small kindgoms, hop to a different plane or teleport to the other side of the realm on the spur of the moment? Doesn't it make preparation more difficult? What else changes when you get to the higher levels?
 

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Availability of information. Once the part can Commune, Scry, contact Other Plane, etc. information is no longer as scarce a commodity as it used to be. You can't really run a "who killed the nobleman" type of adventure any more, since if there are 9 subjects, a 9th level cleric can figure out which one it was at the cost of 100xp.

Yes, things definitely change at higher levels. However, not all of the changes make things harder. A high level party is much less fragile than a low level party. As long as they don't get killed in a isngle round, a TPK is pretty hard to do.
 

Isn't it hard to control the setting when <snip>

Yes, in my experience, it becomes impossible to "control the setting". You have to wrap your head around different ways to interact and challenge characters. The players have to wrap their heads around a much greater level of autonomy, as well.

But I *love* the high-level stuff, and am having a ball watching the PCs have their way (sometimes, heh heh) with the campaign world.

The other issue is plan on requiring more prep time building the baddies, and remember that the high-level learning curve is 4 to 1 (4 players figuring out how to effectively run high-level versus lonely ol' you).

If you plan your scenarios dependent on specific outcomes ("The PCs go to point A, then are foiled by NPC B, which forces them to seek out NPC B") you're going to be in trouble.

PCs at high level don't have to go to point A, nor will NPC B's unwillingness to talk necessarily prove an obsticle, etc.

You'll be much better served with more fluid goal-based encounter structures. (i.e. NPC A wants X and plans on using method Y to get it).
 

It's not too hard to keep things under control if you start out low and then grow to high levels. In that way, you'll gradually become accustomed to the capabilities of your party and it will be hard for them to throw you for a loop.

I've found that running high-level one-shots is quite taxing, however. It always ends up with the DM saying "you do HOW much damage?" and then crawling under his chair and crying. :)
 

I dont think it is necessarily harder...just different. You have to accept that the PCs will be the driving force...if you are used to railroading...it isnt gonna work. If you have developed your style for it, it can be just as easy if not easier if you take certain things in to account.
1. be familiar with the PCs abilites
2. Dont design an adventure with a certain "path" to be followed ...they will circumvent it, Its is better just to present the problem and let them work out the "path"....you just have to know all the pertinent info..so plan ahead for the answers to divination spells and the like
 

The high-level game is all about what you know. Smart players will be heavy into their Divinations. But remember that is a double-edged sword. Bad guys should know useful information as well if they have access to such things.

BBEGs with High Intelligence and Wisdom are to be feared.
 

We're about to conclude a variant Night Below campaign and the hardest thing has been creating apparopriate challenges for a pair of players who don't like magic. It is a three-person party, the third being an NPC cleric which they begrudgingly accepted when they hit about 8th-10th level (can't remember now).

The PCs are now at 22nd level and, while the campaign has been a lot of fun, I am struggling with these higher level encounters because they refuse to use magic except to cure or to dispel lingering magical effects. No divinations, no buffs... arghhh... it's not working.

Anyway, I've just had to change the final grand conflict with the aboleth ruler (although they have the annulus in their possession so they're not worried about psionics) to a big battle between the duergar and deep gnomes with the PCs leading the deep gnome army.

So, is it harder to be a DM at higher levels? Yes, and no. I keep the campaign firmly focussed on an underlying plot (not in a linear sense, but I know how everything interrelates) but when the players don't "lift their game" it does make it fairly difficult to both structure appropriate challenges and to keep them alive.

Cheers
D
 

Derul, that's... bizarre. I've never seen players who hate magic before.

My game is high level. It's grown that way slowly, and it's tremendous amounts of fun, but it takes a lot of sneaky maneuvering to keep the players on their toes. (conttact) and I have about the same philosophy; when the PCs can go or do almost anything, you need to design in a non-linear fashion and be ready for several possible paths. Heck, I usually flowchart out my adventures, and the group ALWAYS takes the one potential path I missed. :)
 

Playing in a high-level campaign can be painful. Forget to ask the right questions and you're in a world of hurt come initiative time.
 


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