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No One Plays High Level?
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<blockquote data-quote="TheSword" data-source="post: 9193228" data-attributes="member: 6879661"><p>I liked it. It has some maxims for high level play it which I think ring pretty true to this day.</p><p></p><p>- <strong>Don’t Depend on the Dice</strong> (They’re too fickle)</p><p></p><p>- <strong>Intelligent Adversaries </strong>(consider the opponent’s intelligence; review the creature’s weaknesses; review the creature’s strengths; prepare for defeat; minimise personal risks; don’t Fight Fair</p><p></p><p>- <strong>Control Magic</strong> (use magical items, make magic tempting, remove unwanted magical items, challenge spell memorisation and acquisition, understand magic’s limitations)</p><p></p><p>- <strong>Be Aware of Demographics</strong> (Understand the PCs place in the world)</p><p></p><p>- <strong>Think on an Epic Scale</strong> (heroes are not anonymous; heroes deserve heroic tasks that have reaching Impact)</p><p></p><p>- <strong>Plan Ahead </strong>(create villains who learn, have consequences, use fame and infamy, maintain the balancing act)</p><p></p><p>- <strong>Share Responsibility</strong> (garner player interest, have players set goals, form allies and enemies, give all NPCs personality)</p><p></p><p>Its pretty old now, but as I write them I can see that most of the elements have found their way into modern adventure design at all levels.</p><p></p><p>I got it right at the end of AD&D so the mechanical elements were of less use but good inspiration.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9193228, member: 6879661"] I liked it. It has some maxims for high level play it which I think ring pretty true to this day. - [B]Don’t Depend on the Dice[/B] (They’re too fickle) - [B]Intelligent Adversaries [/B](consider the opponent’s intelligence; review the creature’s weaknesses; review the creature’s strengths; prepare for defeat; minimise personal risks; don’t Fight Fair - [B]Control Magic[/B] (use magical items, make magic tempting, remove unwanted magical items, challenge spell memorisation and acquisition, understand magic’s limitations) - [B]Be Aware of Demographics[/B] (Understand the PCs place in the world) - [B]Think on an Epic Scale[/B] (heroes are not anonymous; heroes deserve heroic tasks that have reaching Impact) - [B]Plan Ahead [/B](create villains who learn, have consequences, use fame and infamy, maintain the balancing act) - [B]Share Responsibility[/B] (garner player interest, have players set goals, form allies and enemies, give all NPCs personality) Its pretty old now, but as I write them I can see that most of the elements have found their way into modern adventure design at all levels. I got it right at the end of AD&D so the mechanical elements were of less use but good inspiration. [/QUOTE]
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