Are there any examples of good Tier 4 adventures for any edition?
Can we identify the elements that make them work?
I still have my High Level Campaigns hardcover from AD&D. Ironically one of the few books i struggled to sell on eBay… I wonder why?
It had seven maxims…
- Don’t Depend on the Dice (They’re too fickle)
- Intelligent Adversaries (consider the opponent’s intelligence; review the creature’s weaknesses; review the creature’s strengths; prepare for defeat; minimise personal risks; don’t Fight Fair
- Control Magic (use magical items, make magic tempting, remove unwanted magical items, challenge spell memorisation and acquisition, understand magic’s limitations)
- Be Aware of Demographics (Understand the PCs place in the world)
- Think on an Epic Scale (heroes are not anonymous; heroes deserve heroic tasks that have reaching Impact)
- Plan Ahead (create villains who learn, have consequences, use fame and infamy, maintain the balancing act)
- Share Responsibility (garner player interest, have players set goals, form allies and enemies, give all NPCs personality)
Its pretty old now, but as I write them I can see that most of the elements have found their way into modern adventure design at all levels.