Zardnaar
Legend
I've only recently begun exploring high-level play, and I'm 36 and have been playing D&D for ~28 years. So I'm definitely learning here, not as experienced as many of you like [MENTION=6787650]Hemlock[/MENTION] [MENTION=26685]shir[/MENTION]oikin [MENTION=996]Tony Vargas[/MENTION] and [MENTION=6716779]Zardnaar[/MENTION]
What I've noticed is that if I were to pick up a module that was billed as high-level (e.g. Lich Queen's Beloved or Labyrinth of Madness), there'd be little to no advice specifically toward DMing for high-level PCs. The adventures are pretty much presented the same as they were at lower levels. I think that's a slight mistake.
What distinguishes high-level play (in 5e specifically), AFAICT, are four things:
- Lots of campaign/game history/world-building, making each gaming group more individualized.
- High-level spells completely circumventing certain challenges.
- The party's force multiplier increases due to more synchronistic class features & player experience.
- Experienced players who are hungry for new twists & surprises (mechanically and narratively).
I'm slowly penning a high-level D&D adventure for my game group (and hopefully for publication), and I've tried to use those four distinguishing elements in my design...
- Because a high-level group is more individualized, it's important that the adventure include notes on adapting it. Not just in terms of level/# PCs/magic items & feats, but also in terms of story. Especially in terms of story. There should be multiple suggestions a DM can choose from to help integrate the adventure into his or her ongoing campaign.
- Notes about high-level spells (or class features) that could be disruptive, and how the adventure accommodates those spells. A simple example would be a compound of mages with forbiddance cast on key rooms, thus preventing entry via teleportation magic as long as the forbiddance remains in place.
- Due to the high-level party's force multiplier, when they have challenging combats, those combats need to bring the challenge. To this end, the adventure probably will need some new high CR monsters (as well as developing their tactics and terrain synergies) and devious combat encounter design.
- Lastly, the high-level adventure should present some kind of unexpected narrative twist as well as some kind of fun new rules (these don't have to be a sub-system, something like an especially scary disease would work fine).
I'm continuing to take notes as I learn more about high-level play...
Throw down $10 for that PDF I linked to. Its for 2E a lot of the advice is still good.