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General Tabletop Discussion
*Dungeons & Dragons
The challenges of high level adventure design.
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<blockquote data-quote="bloodtide" data-source="post: 8929593" data-attributes="member: 6684958"><p>One of the first big things to do for a high level adventure is to break away from the classic combat filled simple and direct quest. A typical adventure gives a problem ("The Red Dragon will attack in week"), give an obvious direct Macguffin ("The Lance of Red Dragon Slaying") lost in some monster filled ruins, and a direct, simple end goal ("Get the Lance, Kill the Dragon"). </p><p></p><p>A High Level Adventure should be more complex, not have an obvious direct thing to do, and a simple ending. Some more like The Elves and Dwarf kingdoms are on the brink of war....can the characters...somehow..bring peace to the land? See there is no easy path here: no maguffin to find, no monster to kill. In a lot of ways, this type of adventure would be more of a Sourcebook about an area, not just a collection of encounters and monsters.</p><p></p><p>The writer does not need to know the characters, if they keep the abilities in check. If the 15th level Evil Lord has an Arcane Lock on the door to the evil castle....and nothing else....then it will be a cakewalk for any group of 15th ish level characters. But if the castle is on a demi plane, out of phaze, out of time, teleporting randomly or on the back of a giant turtle, then things get interesting. </p><p></p><p>Really, the sort of thing I start doing at level 1 : raise the fantasy level to 11. Just drop the "like the dirt and mud of Earth in 1100". The opening to the tower is covered by a blob of flesh: how do they get past that? The spell knock has no effect on a blob and there is no lock to pick.....</p><p></p><p>It's not about "blocking" the spellcasters, but more making them think.....</p></blockquote><p></p>
[QUOTE="bloodtide, post: 8929593, member: 6684958"] One of the first big things to do for a high level adventure is to break away from the classic combat filled simple and direct quest. A typical adventure gives a problem ("The Red Dragon will attack in week"), give an obvious direct Macguffin ("The Lance of Red Dragon Slaying") lost in some monster filled ruins, and a direct, simple end goal ("Get the Lance, Kill the Dragon"). A High Level Adventure should be more complex, not have an obvious direct thing to do, and a simple ending. Some more like The Elves and Dwarf kingdoms are on the brink of war....can the characters...somehow..bring peace to the land? See there is no easy path here: no maguffin to find, no monster to kill. In a lot of ways, this type of adventure would be more of a Sourcebook about an area, not just a collection of encounters and monsters. The writer does not need to know the characters, if they keep the abilities in check. If the 15th level Evil Lord has an Arcane Lock on the door to the evil castle....and nothing else....then it will be a cakewalk for any group of 15th ish level characters. But if the castle is on a demi plane, out of phaze, out of time, teleporting randomly or on the back of a giant turtle, then things get interesting. Really, the sort of thing I start doing at level 1 : raise the fantasy level to 11. Just drop the "like the dirt and mud of Earth in 1100". The opening to the tower is covered by a blob of flesh: how do they get past that? The spell knock has no effect on a blob and there is no lock to pick..... It's not about "blocking" the spellcasters, but more making them think..... [/QUOTE]
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The challenges of high level adventure design.
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