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<blockquote data-quote="jgsugden" data-source="post: 8578635" data-attributes="member: 2629"><p>While I have had adventures take place there (both planes), they were major culminating events in a campaign. And that was cool - and was only possible because they were nearly unexplorable and hostile to life. </p><p></p><p>PCs go on adventures - and doing the impossible is a tool that can make adventures more memorable and notable. The positive energy plane, the negative energy plane, the far realm, the sun(s) ... these are places PCs are told they can't go - places beyond the realms of the mortal races. So, when they do go there it is a <em>major</em> big deal. It adds to the 'this is the big finale' vibe. The impossible journey is a cliche in longer stories ... to have the hero(es) go someplace impossible to go at the end of their journey - and then return triumphant. Think about it. It is a cliche for a reason.</p><p></p><p>There are a lot of people out there that do not know how to run high level adventures. They claim D&D doesn't work at high levels, and that you should stop campaigns at 13th level because the game falls apart around then. They often claim a major factor is that PCs have the power to do too much. This is one of many examples of things PCs can't do at 13th, and that you can save for that finale push at 19th or 20th level that leave doors to open and explore that are different than the things players have done countless times with lower level PCs.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8578635, member: 2629"] While I have had adventures take place there (both planes), they were major culminating events in a campaign. And that was cool - and was only possible because they were nearly unexplorable and hostile to life. PCs go on adventures - and doing the impossible is a tool that can make adventures more memorable and notable. The positive energy plane, the negative energy plane, the far realm, the sun(s) ... these are places PCs are told they can't go - places beyond the realms of the mortal races. So, when they do go there it is a [I]major[/I] big deal. It adds to the 'this is the big finale' vibe. The impossible journey is a cliche in longer stories ... to have the hero(es) go someplace impossible to go at the end of their journey - and then return triumphant. Think about it. It is a cliche for a reason. There are a lot of people out there that do not know how to run high level adventures. They claim D&D doesn't work at high levels, and that you should stop campaigns at 13th level because the game falls apart around then. They often claim a major factor is that PCs have the power to do too much. This is one of many examples of things PCs can't do at 13th, and that you can save for that finale push at 19th or 20th level that leave doors to open and explore that are different than the things players have done countless times with lower level PCs. [/QUOTE]
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