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General Tabletop Discussion
*TTRPGs General
Is it harder to be a DM in a high-level campaign?
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<blockquote data-quote="Fenes 2" data-source="post: 1008803" data-attributes="member: 6166"><p>I currently DM a weekly level 14 campaign (as well as a level 12 campaign), and I can only manage it (and still have fun) by limiting the options of the PCs. No teleport, no divinations by the PCs (although there are visions etc by NPCs and PCs alike), few (but powerful) magic items, no magic shops. No raise dead etc. If the PCs had all those options I could scrap about half my adventure ideas, and preparing the remaining adventures would be a nightmare. I did that once in a 2E campaign that reached about level 18 with a wizard, a cleric and a psionist (in addition to a standard load of magic items), and I spent most of the preparation time on ways to prevent each of the "game ending powers" the different casters had from solving the adventure in 5 minutes (or killing the BBEG in 1 round).</p><p></p><p>I have to add though that I don't design adventures to challenge players, but PCs. I don't use puzzles, I don't expect my players to "stay on their toes" or "play it smart", nor do I expect my players to solve an adventure. I only expect them to roleplay their PCs (which means that they can ask me for pointers/solutions/possibilities anytime). The way they play their PCs, the way the different PCs and NPCs interact is what my adventures center on. (Last evening the double of a PC, which the PC had imitated once before, appeared, and caused great confusion among both PCs and NPCs alike, the player having fun playing the two characters and interacting with the rest of the group until the two met.)</p><p></p><p>I seldom use linear adventures, usually I just sketch the NPCs and goals, and a few likely locations the PCs will probably visit, and then list a number of problems, encounters and possible solutions.</p></blockquote><p></p>
[QUOTE="Fenes 2, post: 1008803, member: 6166"] I currently DM a weekly level 14 campaign (as well as a level 12 campaign), and I can only manage it (and still have fun) by limiting the options of the PCs. No teleport, no divinations by the PCs (although there are visions etc by NPCs and PCs alike), few (but powerful) magic items, no magic shops. No raise dead etc. If the PCs had all those options I could scrap about half my adventure ideas, and preparing the remaining adventures would be a nightmare. I did that once in a 2E campaign that reached about level 18 with a wizard, a cleric and a psionist (in addition to a standard load of magic items), and I spent most of the preparation time on ways to prevent each of the "game ending powers" the different casters had from solving the adventure in 5 minutes (or killing the BBEG in 1 round). I have to add though that I don't design adventures to challenge players, but PCs. I don't use puzzles, I don't expect my players to "stay on their toes" or "play it smart", nor do I expect my players to solve an adventure. I only expect them to roleplay their PCs (which means that they can ask me for pointers/solutions/possibilities anytime). The way they play their PCs, the way the different PCs and NPCs interact is what my adventures center on. (Last evening the double of a PC, which the PC had imitated once before, appeared, and caused great confusion among both PCs and NPCs alike, the player having fun playing the two characters and interacting with the rest of the group until the two met.) I seldom use linear adventures, usually I just sketch the NPCs and goals, and a few likely locations the PCs will probably visit, and then list a number of problems, encounters and possible solutions. [/QUOTE]
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Is it harder to be a DM in a high-level campaign?
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