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No One Plays High Level?
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<blockquote data-quote="Quickleaf" data-source="post: 9192087" data-attributes="member: 20323"><p>You're describing the tension in designing high-level adventures for publication – the weight of past choices/stories VS. need for good example adventures at high-level. How do you think a published adventure can navigate this tension?</p><p></p><p>It's something I've been thinking about for a few years off-and-on, because eventually I would like to write a high-level adventure that provides at least something of a template/example for how to do it in a way that helps GMs run high-level. And personalizing/customizing the hooks for high-level PCs is really tricky precisely because of primarily (a) the greater impact of their past choices/stories, and secondarily (b) their ability to "nope" out of something that fails to hook them thanks to greater nope-ing" capabilities.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9192087, member: 20323"] You're describing the tension in designing high-level adventures for publication – the weight of past choices/stories VS. need for good example adventures at high-level. How do you think a published adventure can navigate this tension? It's something I've been thinking about for a few years off-and-on, because eventually I would like to write a high-level adventure that provides at least something of a template/example for how to do it in a way that helps GMs run high-level. And personalizing/customizing the hooks for high-level PCs is really tricky precisely because of primarily (a) the greater impact of their past choices/stories, and secondarily (b) their ability to "nope" out of something that fails to hook them thanks to greater nope-ing" capabilities. [/QUOTE]
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