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General Tabletop Discussion
*Dungeons & Dragons
The challenges of high level adventure design.
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<blockquote data-quote="Laurefindel" data-source="post: 8929832" data-attributes="member: 67296"><p>As discussed above in the thread, one of the problems of high-level adventure is inherent to high-level play; at that point, PC have so many hp and resources that in order to present a challenge, the opposition needs to be so strong that it start to make less and less sense in the game-world, or reach a level of gonzo that turns off many players and DM.</p><p></p><p>Either that or keep up rocket-high stakes and a break-neck pace for most of the adventure to enforce attrition. It can easily devolve into saving the planet before midnight, again.</p><p></p><p>Part of the solution is to get out of the game-world, or go macro, using planes and otherworldly domains as a new battleground.</p><p></p><p>There is only so many Advengers movies you can do about saving the earth/human race from alien entities before it becomes redundant.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 8929832, member: 67296"] As discussed above in the thread, one of the problems of high-level adventure is inherent to high-level play; at that point, PC have so many hp and resources that in order to present a challenge, the opposition needs to be so strong that it start to make less and less sense in the game-world, or reach a level of gonzo that turns off many players and DM. Either that or keep up rocket-high stakes and a break-neck pace for most of the adventure to enforce attrition. It can easily devolve into saving the planet before midnight, again. Part of the solution is to get out of the game-world, or go macro, using planes and otherworldly domains as a new battleground. There is only so many Advengers movies you can do about saving the earth/human race from alien entities before it becomes redundant. [/QUOTE]
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The challenges of high level adventure design.
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