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So what is high level play like?
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<blockquote data-quote="Fanaelialae" data-source="post: 9049416" data-attributes="member: 53980"><p>I've played and DM'd a number of high level (19+) campaigns in 5e (and 3e).</p><p></p><p>The biggest problem I've seen is when the DM needs to always feel in control. For example, it's much harder to railroad a high level party; it requires a much heavier hand than a low level party, and effectively removes any real ability for such a DM to claim plausible neutrality.</p><p></p><p>IME, the best high level DMs don't try to control everything, but instead let their imaginations run amuck. High level is gonzo, and the game works far better if you lean into this and embrace it, rather than trying to fight against it. If you have plans, expect that the players will derail them in unexpected ways. The best approach I've found is actually to plan as little as possible. Create challenges, not solutions, and trust that the players will figure out a solution (because odds are, they will, and seeing what they come up with is part of the fun). And don't get upset if they figure out a way to easily overcome a challenge. The challenge essentially exists to be overcome and you effectively have infinite challenges at your disposal. </p><p></p><p>I wouldn't want to run/play high levels exclusively, but I genuinely enjoy it when I do.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 9049416, member: 53980"] I've played and DM'd a number of high level (19+) campaigns in 5e (and 3e). The biggest problem I've seen is when the DM needs to always feel in control. For example, it's much harder to railroad a high level party; it requires a much heavier hand than a low level party, and effectively removes any real ability for such a DM to claim plausible neutrality. IME, the best high level DMs don't try to control everything, but instead let their imaginations run amuck. High level is gonzo, and the game works far better if you lean into this and embrace it, rather than trying to fight against it. If you have plans, expect that the players will derail them in unexpected ways. The best approach I've found is actually to plan as little as possible. Create challenges, not solutions, and trust that the players will figure out a solution (because odds are, they will, and seeing what they come up with is part of the fun). And don't get upset if they figure out a way to easily overcome a challenge. The challenge essentially exists to be overcome and you effectively have infinite challenges at your disposal. I wouldn't want to run/play high levels exclusively, but I genuinely enjoy it when I do. [/QUOTE]
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So what is high level play like?
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