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General Tabletop Discussion
*Dungeons & Dragons
The challenges of high level adventure design.
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<blockquote data-quote="Reynard" data-source="post: 8930291" data-attributes="member: 467"><p>While I think having "quantum encounters" in a regular game is generally a good idea, I am not sure it is a good solution for a published adventure. It feels like it would take up too much space/word count in the adventure. But that is jus a kneejerk guess based on the idea. I would have to see it to know for sure.</p><p></p><p>I wonder if a tool you could use would be to emphasize to the GM that this adventure has to be read thoroughly, prepped for and customized. I know that might seem counter to the value of a pre-written adventure, but multiple people have identified the peculiarities of any particular group of high level PCs as a design challenge. Is tell the GM explicitly to customize the adventure for their characters a good solution? And if so, what does your baseline design look like -- assumes the cleric, wizard, rogue, warrior standard mix?</p></blockquote><p></p>
[QUOTE="Reynard, post: 8930291, member: 467"] While I think having "quantum encounters" in a regular game is generally a good idea, I am not sure it is a good solution for a published adventure. It feels like it would take up too much space/word count in the adventure. But that is jus a kneejerk guess based on the idea. I would have to see it to know for sure. I wonder if a tool you could use would be to emphasize to the GM that this adventure has to be read thoroughly, prepped for and customized. I know that might seem counter to the value of a pre-written adventure, but multiple people have identified the peculiarities of any particular group of high level PCs as a design challenge. Is tell the GM explicitly to customize the adventure for their characters a good solution? And if so, what does your baseline design look like -- assumes the cleric, wizard, rogue, warrior standard mix? [/QUOTE]
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The challenges of high level adventure design.
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