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Is it harder to be a DM in a high-level campaign?
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<blockquote data-quote="Lord Vangarel" data-source="post: 1009330" data-attributes="member: 223"><p>In a word yes.</p><p></p><p>I run a weekly game for 16th-18th level characters. Each session lasts approx 4 hours give or take other distractions. </p><p></p><p>I'd agree with other comments that you can't plan adventures in a linear path as the pc's can pretty much go where they decide so I have to give them a good enough reason to go where I want them to. What usually happens is several possibilities will be presented and I have an outline of what the antagonists are attempting to accomplish. I'll detail elements of the locations I want the party to go and if they do something unexpected then I'll wing it.</p><p></p><p>The biggest problem at higher levels is the 'game breaking' spells such as Wind Walk, Teleport, divinations etc. The current story arc involved the party travelling from a city southwards for two days during which I'd planned a couple of encounters. The party cleric cast Wind Walk and they bypassed those encounters. In another session I'd planned to jump the party as they left the city leaders, a teleport back to the party's rooms fixed that one. I awarded XP for these solutions because they avoided hazzards in play.</p><p></p><p>Another problem is the party dropping the big bad too quickly. In the last session the party was seeking an artifact hidden away in ancient times by a powerful race. To stop the artifact's discovery the ancients placed a powerful monster to prevent intruders. It lasted 1 round as an effective opponent. At the time I was pretty upset as this was supposed to be a tough encounter but having thought about it I am no longer that bothered. The party used their abilities which I underestimated. This will happen alot at higher levels and if it does make a note and award XP. I simply placed an even bigger bad guarding the artifact as a final guardian. The players are none the wiser and the big fight will still happen.</p><p></p><p>The longest job at higher levels is preparation. Designing suitable challenges is a nightmare in terms of the time required. The only advice I would offer would be to limit the supplements used. In my game I've been quite liberal with allowing supplements but it often means the power level of the party is 2-3 levels above a core party. To design an opponent capable of taking on the party I have to use all the supplements or they don't have the same advantages.</p><p></p><p>Sometimes I feel like jacking it in and starting from low levels again where everything can be controlled easier but I think the players would kill me. For possibly the first time ever they are getting really high level abilities and loving every minute. I would agree with the statement above that it becomes much more of a collaboration the higher you go with situations having to be looked at for balance and possibly adjusted.</p><p></p><p>As a final note I would say one other thing though . . .</p><p></p><p>High levels are fun!</p></blockquote><p></p>
[QUOTE="Lord Vangarel, post: 1009330, member: 223"] In a word yes. I run a weekly game for 16th-18th level characters. Each session lasts approx 4 hours give or take other distractions. I'd agree with other comments that you can't plan adventures in a linear path as the pc's can pretty much go where they decide so I have to give them a good enough reason to go where I want them to. What usually happens is several possibilities will be presented and I have an outline of what the antagonists are attempting to accomplish. I'll detail elements of the locations I want the party to go and if they do something unexpected then I'll wing it. The biggest problem at higher levels is the 'game breaking' spells such as Wind Walk, Teleport, divinations etc. The current story arc involved the party travelling from a city southwards for two days during which I'd planned a couple of encounters. The party cleric cast Wind Walk and they bypassed those encounters. In another session I'd planned to jump the party as they left the city leaders, a teleport back to the party's rooms fixed that one. I awarded XP for these solutions because they avoided hazzards in play. Another problem is the party dropping the big bad too quickly. In the last session the party was seeking an artifact hidden away in ancient times by a powerful race. To stop the artifact's discovery the ancients placed a powerful monster to prevent intruders. It lasted 1 round as an effective opponent. At the time I was pretty upset as this was supposed to be a tough encounter but having thought about it I am no longer that bothered. The party used their abilities which I underestimated. This will happen alot at higher levels and if it does make a note and award XP. I simply placed an even bigger bad guarding the artifact as a final guardian. The players are none the wiser and the big fight will still happen. The longest job at higher levels is preparation. Designing suitable challenges is a nightmare in terms of the time required. The only advice I would offer would be to limit the supplements used. In my game I've been quite liberal with allowing supplements but it often means the power level of the party is 2-3 levels above a core party. To design an opponent capable of taking on the party I have to use all the supplements or they don't have the same advantages. Sometimes I feel like jacking it in and starting from low levels again where everything can be controlled easier but I think the players would kill me. For possibly the first time ever they are getting really high level abilities and loving every minute. I would agree with the statement above that it becomes much more of a collaboration the higher you go with situations having to be looked at for balance and possibly adjusted. As a final note I would say one other thing though . . . High levels are fun! [/QUOTE]
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