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General Tabletop Discussion
*Dungeons & Dragons
Let's talk about actually *creating* high-level content.
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<blockquote data-quote="Asisreo" data-source="post: 8217600" data-attributes="member: 7019027"><p>Oooh, this is especially relevant to adventures rather than one-shots. </p><p></p><p>Whenever a character makes it to high level, they'll usually have engaged with the world and their character in dynamic ways. Maybe they're loyal to an organization they weren't before because the organization had sent them aid in response to what they've done for them. </p><p></p><p>At that point, they'll start to care and threatening, while not ripping away, their connections they've made through organic play is much more interesting and gives both the player and the character a reason to fight outside of a vague "The fate of the world." </p><p></p><p>I also love showing them a potential reward rather than threatening them directly, especially for players that are somewhat adamant about not engaging because they're not great roleplayers. I could inform them that a weapon which would make their character more powerful and interesting is being held within the keep or that the gods are willing to impart a blessing or boon to anyone that wishes to engage with the whatever or yonder. Gives good organic motivation and makes the game fun to DM when players actually care about what's happening.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8217600, member: 7019027"] Oooh, this is especially relevant to adventures rather than one-shots. Whenever a character makes it to high level, they'll usually have engaged with the world and their character in dynamic ways. Maybe they're loyal to an organization they weren't before because the organization had sent them aid in response to what they've done for them. At that point, they'll start to care and threatening, while not ripping away, their connections they've made through organic play is much more interesting and gives both the player and the character a reason to fight outside of a vague "The fate of the world." I also love showing them a potential reward rather than threatening them directly, especially for players that are somewhat adamant about not engaging because they're not great roleplayers. I could inform them that a weapon which would make their character more powerful and interesting is being held within the keep or that the gods are willing to impart a blessing or boon to anyone that wishes to engage with the whatever or yonder. Gives good organic motivation and makes the game fun to DM when players actually care about what's happening. [/QUOTE]
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Let's talk about actually *creating* high-level content.
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