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The challenges of high level adventure design.
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<blockquote data-quote="delericho" data-source="post: 8929745" data-attributes="member: 22424"><p>As far as I can see there are two big problems. The first is the sheer range of powers available to high level characters, not just in what those characters can achieve but also in the specific set of powers that 5-person party can muster. As mentioned, a party of 4 Barbarians would be wildly different from 4 Clerics at the same level. I don't really have anything to offer by way of a solution here.</p><p></p><p>The second issue is that characters of high level almost invariably have lengthy and detailed backstories. Writing a modular adventure that will 'fit' those backstories (and so be of interest to that group) will be extremely hard, especially with the tight page constraints of published adventures.</p><p></p><p>The latter issue can be ameliorated in two ways that I can see immediately:</p><p></p><p>The simple solution is to <em>not</em> write modular high level adventures. Instead, make your published high level adventures the capstone on an adventure path. That way, the PCs' backstories are known to the adventure writer, and the whole thing 'fits' by design.</p><p></p><p>The other option is to provide less detail of the <em>why</em> of the adventure, and instead provide the DM with just some adventure seeds and then the mechanical bits - the adventure location(s), the monster stats, and so forth.</p></blockquote><p></p>
[QUOTE="delericho, post: 8929745, member: 22424"] As far as I can see there are two big problems. The first is the sheer range of powers available to high level characters, not just in what those characters can achieve but also in the specific set of powers that 5-person party can muster. As mentioned, a party of 4 Barbarians would be wildly different from 4 Clerics at the same level. I don't really have anything to offer by way of a solution here. The second issue is that characters of high level almost invariably have lengthy and detailed backstories. Writing a modular adventure that will 'fit' those backstories (and so be of interest to that group) will be extremely hard, especially with the tight page constraints of published adventures. The latter issue can be ameliorated in two ways that I can see immediately: The simple solution is to [I]not[/I] write modular high level adventures. Instead, make your published high level adventures the capstone on an adventure path. That way, the PCs' backstories are known to the adventure writer, and the whole thing 'fits' by design. The other option is to provide less detail of the [I]why[/I] of the adventure, and instead provide the DM with just some adventure seeds and then the mechanical bits - the adventure location(s), the monster stats, and so forth. [/QUOTE]
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