jgsugden
Legend
Please do not be offended - but this is exactly the mindset I cautioned against, and I believe plays into why some people struggle to run high level games.I don't think any type of adventure is off the table because the PCs are high level. You just have to account for the PCs' abilities. More specifically, you have to account for YOUR PCs' abilities. This is why publishing high level adventures is hard.
High level murder mystery: Who Killed The God of Death? Investigating the murder of a deity is not going to be trivialized by some high level spells.
High level dungeon crawl: Demiplane of the Archartificer. You can't teleport past the dungeon if it is the entire plane, and teleporting to the end doesn't do you any good if there are 13 levers that have to pulled throughout it to resolve the reason they are there.
It doesn't have to stop being D&D just because they are high level.
Rather than use the abilities the PCs have acquired, DMs tend to try to negate them at higher level to avoid dealing with them. They try to make the low level design work at high levels - and that results in the players feeling constrained and awkward.
And? It isn't like I expect there to be no combats at high level - I expect there to be options, though, rather than prescribed methods of resolution. Fighting will be part of many of them as this is still D&D.To be fair, Mercer's high level games still tend to end with a big but otherwise pretty standard 5e combat.
The Talks Machina are no longer available, but Mercer did talk about how he was prepared for several other things to happen and for the PCs to go in very different directions.