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<blockquote data-quote="LightPhoenix" data-source="post: 2719901" data-attributes="member: 115"><p>I don't particularly think that the player is the problem. People have suggested any number of tactics to counter his.</p><p></p><p>The <em>real</em> problem here is that the very nature of the game changes drastically around these levels, and if you haven't sat down and thought it through, it can be very difficult to deal with. And then you get people banning Teleport and nerfing spells and the like.</p><p></p><p>Because the PCs are vastly more mobile than they used to be, that produces several problems with the DMing you've been doing the last ten levels, through no fault of your own. Like you said, you can't really control when, or even where, they rest. They can scry, they can teleport and fly and wind walk.</p><p></p><p>The key here is that you control the world. You have to go from thinking locally to thinking globally. What does the Big Bad do when the heroes start an assault and then teleport out to rest? The dungeon changes! It's not an inorganic thing, a static thing. The world can change too. Maybe the BB goes and attacks the town as a retaliation for attacking his stronghold, knowing the players will be weaker and off-guard. Maybe he lets them teleport back in and <em>then</em> attacks. The point being, the kind of thinking required to run a higher-level campaign changes from a simple us-vs-them to much more complex.</p><p></p><p>And as a caveat, because I just <em>know</em> someone will point it out if I don't; lower-level play can be complexly thought out too. It's just that it becomes so much more necessary in the high-level game because of the drastic jump in mobility.</p><p></p><p>RttToEE isn't the best module for it though, IMO. I feel that most of the printed adventures tend to be much more meat grinders than really tactical.</p></blockquote><p></p>
[QUOTE="LightPhoenix, post: 2719901, member: 115"] I don't particularly think that the player is the problem. People have suggested any number of tactics to counter his. The [i]real[/i] problem here is that the very nature of the game changes drastically around these levels, and if you haven't sat down and thought it through, it can be very difficult to deal with. And then you get people banning Teleport and nerfing spells and the like. Because the PCs are vastly more mobile than they used to be, that produces several problems with the DMing you've been doing the last ten levels, through no fault of your own. Like you said, you can't really control when, or even where, they rest. They can scry, they can teleport and fly and wind walk. The key here is that you control the world. You have to go from thinking locally to thinking globally. What does the Big Bad do when the heroes start an assault and then teleport out to rest? The dungeon changes! It's not an inorganic thing, a static thing. The world can change too. Maybe the BB goes and attacks the town as a retaliation for attacking his stronghold, knowing the players will be weaker and off-guard. Maybe he lets them teleport back in and [i]then[/i] attacks. The point being, the kind of thinking required to run a higher-level campaign changes from a simple us-vs-them to much more complex. And as a caveat, because I just [i]know[/i] someone will point it out if I don't; lower-level play can be complexly thought out too. It's just that it becomes so much more necessary in the high-level game because of the drastic jump in mobility. RttToEE isn't the best module for it though, IMO. I feel that most of the printed adventures tend to be much more meat grinders than really tactical. [/QUOTE]
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