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So what is high level play like?
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<blockquote data-quote="Willie the Duck" data-source="post: 9050373" data-attributes="member: 6799660"><p><span style="font-size: 9px">Thread title moved into quote and OP's personal experience clipped.</span></p><p></p><p>I played multiple campaigns up to relatively high level in the TSR era. Heck, we played BECMI up to the Immortal (post level-36) part of the game (admittedly, we were 11-12, so I don't think we really earned every level, so to speak). Here is my take on what it is like:</p><p></p><p>Mechanically, most situations fell into the categories of </p><ol> <li data-xf-list-type="ol">The PCs have so many spells and magic items (and maybe armies or pet dragons or the like) that resolving them is trivial (but occasionally still glacial in the resolution).</li> <li data-xf-list-type="ol">The scenario is one outside the scope of the mechanics of character abilities (outside of <em>Control Weather</em>, most effect sizes are such that they may be big for a skirmish-sized battlefield, but very much not able to prevent a flood or lava flow from reaching a town, or the like), and they must resort to <em>wishes</em>, bargaining with gawds, finding the Macguffin of Consequence, etc. </li> <li data-xf-list-type="ol">The PCs are up against, effectively, 'high-level' opponents (usually elder dragons or things from other planes, etc.) and then it becomes somewhat similar to lower-level play (perhaps with more rocket-tag instances, as save-or-dies vs saves of 2+ abound). </li> </ol><p>As far as gameplay actually ends up being, I think #2 above becomes the order of the day. Sure, there are fetch quests to foreign realms or other planes to acquire object X or make contact Y, and those can end up being like open-constraint dungeon crawls. However, a whole lot of time is spent talking to this king about defeating that evil sorcerer (maybe through sending an army, very unlikely by actually using any wargame mechanics), researching the magical formulation of that new magical item, or other more freeform play that often leaves the character mechanics alone for sessions at a time. </p><p></p><p>For that reason, I wouldn't say that it (continuing to play into the upper levels) was rare, but I can say that it was something we only did every once in a while with a campaign when we had the urge.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9050373, member: 6799660"] [SIZE=1]Thread title moved into quote and OP's personal experience clipped.[/SIZE] I played multiple campaigns up to relatively high level in the TSR era. Heck, we played BECMI up to the Immortal (post level-36) part of the game (admittedly, we were 11-12, so I don't think we really earned every level, so to speak). Here is my take on what it is like: Mechanically, most situations fell into the categories of [LIST=1] [*]The PCs have so many spells and magic items (and maybe armies or pet dragons or the like) that resolving them is trivial (but occasionally still glacial in the resolution). [*]The scenario is one outside the scope of the mechanics of character abilities (outside of [I]Control Weather[/I], most effect sizes are such that they may be big for a skirmish-sized battlefield, but very much not able to prevent a flood or lava flow from reaching a town, or the like), and they must resort to [I]wishes[/I], bargaining with gawds, finding the Macguffin of Consequence, etc. [*]The PCs are up against, effectively, 'high-level' opponents (usually elder dragons or things from other planes, etc.) and then it becomes somewhat similar to lower-level play (perhaps with more rocket-tag instances, as save-or-dies vs saves of 2+ abound). [/LIST] As far as gameplay actually ends up being, I think #2 above becomes the order of the day. Sure, there are fetch quests to foreign realms or other planes to acquire object X or make contact Y, and those can end up being like open-constraint dungeon crawls. However, a whole lot of time is spent talking to this king about defeating that evil sorcerer (maybe through sending an army, very unlikely by actually using any wargame mechanics), researching the magical formulation of that new magical item, or other more freeform play that often leaves the character mechanics alone for sessions at a time. For that reason, I wouldn't say that it (continuing to play into the upper levels) was rare, but I can say that it was something we only did every once in a while with a campaign when we had the urge. [/QUOTE]
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