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Serious inquiries only please - 100th level adventure hook and module in development
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<blockquote data-quote="Yair" data-source="post: 2429279" data-attributes="member: 10913"><p>An interesting challenge. I'd be glad to work on something like that.</p><p></p><p>I see three major obstacles with this level.</p><p>1) Clearer PC & Monster Creation Guidelines: I agree the adventure should be for pregenerated PCs, there is just too much room and flexibility to design it for any 100th level party. But I personally need a better understanding of the PC & Monster creation guidelines: what sources are allowed (which should depend on the story!), can we use DMG & EPLH guidelines to create new magic items and epic spells, the cumulative effects of Int increases on skills, wizard spells known, use of PrCs, and so on. </p><p>This is the problem most easily solved.</p><p></p><p>2) Plot: The plot need to be epic, yet it is a single-shot adventure with pregenerated PCs. This will make identifying with or even remembering the different factions and worlds very difficult. I think the best solution is to use the existing settings, already familiar to most players. I therefore recommend using the FR, as the most familiar setting, with the planes from the Manual of the Planes where appropriate. I usually don't like setting-tied adventures, but in this case I think it is essential for the plot to have emotional impact.</p><p>Another possibility is to play in "Mythic Earth", using tropes such as Hell, Heaven, angels, lucifer, the olympic gods, and so on - but I'm not sure how to mesh them all together in a useful manner.</p><p></p><p>I don't particularly like the idea of time-travel, especially when combined with a modern-like setting or technology; I like my adventures fantasy and prefer more traditional save-the-world plots. Some suggestions of my own:</p><p>* fighting off the gods to achieve mortal independence from divine meddeling, </p><p>* battling a Cthulhu like invasion, </p><p>* keeping the universe from slipping into nothingness as Vishnu awakens and the dream-reality we call existence fades away</p><p>* Preventing the gods/AO/someone from fundumentally changing or remaking the world. </p><p>* Using the standard D&D mechanics to represent gods, making high-level PCs infused with divine might and mere mortals 1st or low-level character. The PCs play "gods" who have incarnated in the flesh to save the world from the apocalypse brought on by the evil god, which is already incaranted in the world and doing his evil thing. (Sort of like Middle-earth with the evil god morgoth and the mayar (IIRC)).</p><p></p><p>3) Game Breakdown: I have no idea how the gameplay is at such a high level, but I seriously doubt it will be good. The adventure needs to be playtested to make sure it's actually playable.</p><p>I think that this might be the hardest part of it all: how to create a *playable* adventure that is still challenging with no experience in such super-high-level gameplay.</p><p></p><p>I think we should amass plot suggestions, discuss them, and have a poll. In the meantime I'll try to churn up a level 100 character tonight.</p></blockquote><p></p>
[QUOTE="Yair, post: 2429279, member: 10913"] An interesting challenge. I'd be glad to work on something like that. I see three major obstacles with this level. 1) Clearer PC & Monster Creation Guidelines: I agree the adventure should be for pregenerated PCs, there is just too much room and flexibility to design it for any 100th level party. But I personally need a better understanding of the PC & Monster creation guidelines: what sources are allowed (which should depend on the story!), can we use DMG & EPLH guidelines to create new magic items and epic spells, the cumulative effects of Int increases on skills, wizard spells known, use of PrCs, and so on. This is the problem most easily solved. 2) Plot: The plot need to be epic, yet it is a single-shot adventure with pregenerated PCs. This will make identifying with or even remembering the different factions and worlds very difficult. I think the best solution is to use the existing settings, already familiar to most players. I therefore recommend using the FR, as the most familiar setting, with the planes from the Manual of the Planes where appropriate. I usually don't like setting-tied adventures, but in this case I think it is essential for the plot to have emotional impact. Another possibility is to play in "Mythic Earth", using tropes such as Hell, Heaven, angels, lucifer, the olympic gods, and so on - but I'm not sure how to mesh them all together in a useful manner. I don't particularly like the idea of time-travel, especially when combined with a modern-like setting or technology; I like my adventures fantasy and prefer more traditional save-the-world plots. Some suggestions of my own: * fighting off the gods to achieve mortal independence from divine meddeling, * battling a Cthulhu like invasion, * keeping the universe from slipping into nothingness as Vishnu awakens and the dream-reality we call existence fades away * Preventing the gods/AO/someone from fundumentally changing or remaking the world. * Using the standard D&D mechanics to represent gods, making high-level PCs infused with divine might and mere mortals 1st or low-level character. The PCs play "gods" who have incarnated in the flesh to save the world from the apocalypse brought on by the evil god, which is already incaranted in the world and doing his evil thing. (Sort of like Middle-earth with the evil god morgoth and the mayar (IIRC)). 3) Game Breakdown: I have no idea how the gameplay is at such a high level, but I seriously doubt it will be good. The adventure needs to be playtested to make sure it's actually playable. I think that this might be the hardest part of it all: how to create a *playable* adventure that is still challenging with no experience in such super-high-level gameplay. I think we should amass plot suggestions, discuss them, and have a poll. In the meantime I'll try to churn up a level 100 character tonight. [/QUOTE]
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