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General Tabletop Discussion
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Thoughts On How To Do High Level Adventures.
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<blockquote data-quote="Quickleaf" data-source="post: 7139507" data-attributes="member: 20323"><p>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] <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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.</p><p></p><p>What distinguishes high-level play (in 5e specifically), AFAICT, are four things:</p><p></p><ol> <li data-xf-list-type="ol">Lots of campaign/game history/world-building, making each gaming group more individualized.</li> <li data-xf-list-type="ol">High-level spells completely circumventing certain challenges.</li> <li data-xf-list-type="ol">The party's force multiplier increases due to more synchronistic class features & player experience.</li> <li data-xf-list-type="ol">Experienced players who are hungry for new twists & surprises (mechanically and narratively).</li> </ol><p></p><p>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...</p><p></p><ol> <li data-xf-list-type="ol">Because a high-level group is more individualized, it's important that the adventure include <strong>notes on adapting it</strong>. Not just in terms of level/# PCs/magic items & feats, but also in terms of story. <em>Especially</em> 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.</li> <li data-xf-list-type="ol"><strong>Notes about high-level spells</strong> (or class features) that could be disruptive, and how the adventure accommodates those spells. A simple example would be a compound of mages with <em>forbiddance</em> cast on key rooms, thus preventing entry via teleportation magic as long as the <em>forbiddance</em> remains in place.</li> <li data-xf-list-type="ol">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 <strong>new high CR monsters</strong> (as well as developing their tactics and terrain synergies) and <strong>devious combat encounter design</strong>.</li> <li data-xf-list-type="ol">Lastly, the high-level adventure should present some kind of <strong>unexpected narrative twist</strong> as well as some kind of <strong>fun new rules</strong> (these don't have to be a sub-system, something like an especially scary disease would work fine).</li> </ol><p></p><p>I'm continuing to take notes as I learn more about high-level play...</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7139507, member: 20323"] 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: [list=1][*]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).[/list] 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... [list=1][*]Because a high-level group is more individualized, it's important that the adventure include [B]notes on adapting it[/B]. Not just in terms of level/# PCs/magic items & feats, but also in terms of story. [I]Especially[/I] 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. [*][B]Notes about high-level spells[/B] (or class features) that could be disruptive, and how the adventure accommodates those spells. A simple example would be a compound of mages with [I]forbiddance[/I] cast on key rooms, thus preventing entry via teleportation magic as long as the [I]forbiddance[/I] 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 [B]new high CR monsters[/B] (as well as developing their tactics and terrain synergies) and [B]devious combat encounter design[/B]. [*]Lastly, the high-level adventure should present some kind of [B]unexpected narrative twist[/B] as well as some kind of [B]fun new rules[/B] (these don't have to be a sub-system, something like an especially scary disease would work fine).[/list] I'm continuing to take notes as I learn more about high-level play... [/QUOTE]
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