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<blockquote data-quote="billd91" data-source="post: 5384114" data-attributes="member: 3400"><p>I do think it's a stretch to look at the history of published high level adventures and trying to infer that TSR didn't envision people actually playing at that level. Frankly, I would expect it to be harder to write a high-level module for general customers to use in any old campaign than lower level modules. While there was less variation in the build of characters and their abilities, you still have to deal with all of the other things you can expect many high level adventurers to be doing - running castles, administering to their religion's worshippers, and so on.</p><p></p><p>I ultimately think that the history of high level modules suggests that TSR recognized at least one thing - that the market for high level adventures is smaller than for lower level adventures. Exactly why they recognized that is something only they can answer, but I seriously doubt it was because they recognized a serious flaw in the high level rules. If they did back in the 1e days, you'd figure they would have taken steps to address that back in 2e, but they didn't in any significant way. In fact, when the DM's Options stuff started coming out, there was one specifically on running high level campaigns. I think that's a recognition that the game is <strong>different</strong>, more complex, not to everyone's tastes, not that it's flawed.</p></blockquote><p></p>
[QUOTE="billd91, post: 5384114, member: 3400"] I do think it's a stretch to look at the history of published high level adventures and trying to infer that TSR didn't envision people actually playing at that level. Frankly, I would expect it to be harder to write a high-level module for general customers to use in any old campaign than lower level modules. While there was less variation in the build of characters and their abilities, you still have to deal with all of the other things you can expect many high level adventurers to be doing - running castles, administering to their religion's worshippers, and so on. I ultimately think that the history of high level modules suggests that TSR recognized at least one thing - that the market for high level adventures is smaller than for lower level adventures. Exactly why they recognized that is something only they can answer, but I seriously doubt it was because they recognized a serious flaw in the high level rules. If they did back in the 1e days, you'd figure they would have taken steps to address that back in 2e, but they didn't in any significant way. In fact, when the DM's Options stuff started coming out, there was one specifically on running high level campaigns. I think that's a recognition that the game is [b]different[/b], more complex, not to everyone's tastes, not that it's flawed. [/QUOTE]
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