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What do you find hardest when running RPGs?
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<blockquote data-quote="Kobold Boots" data-source="post: 7487714" data-attributes="member: 92239"><p>1. High level games require more thought prep. Maybe not for the one off encounter but certainly for anything that is central to the game you're running. (e.g. Boss Fights) </p><p></p><p>and as sort of a 1a to this statement, with more that can potentially go wrong with the campaign once you hit high level, the motivations and under story of whatever is going on really need to be well thought out if you want the end result at a high level to be satisfying. There's nothing worse than an epic level game that doesn't feel epic and if you've not built up enough investment in your world, character relationships and potential outcomes, then you're better off playing levels 1-9 like 90 percent of the gaming population.</p><p></p><p>2. Remembering that you don't need to go to the ends of the planes or earth to scale for epic level. All that's really needed is some forethought about how your little 1st level town is going to scale to that level by the time the players get their characters to that point. It's not to say you don't travel occasionally, but there's a reason why adventurers sprung up where they are, there's a reason why evil keeps aggressing in the place where the heroes are, and there's plenty of capital coming into the area where the heroes are. </p><p></p><p>By the time a group is 15th level the little trading town can be growing to become a Waterdeep. I find most of the reasons why any high level game I run succeeds or fails is primarily about whether or not I stopped to think about what I was trying to do before I did it and whether or not I overreached on plot when I didn't have to. Do I create a new area of the world whole cloth to go to 15th level and above (zone thinking) or do I invest in character interactions and development such that when they get there it's ready to go, (depth thinking)? Generally zone thinking fails because it forgets everything you did prior and you extend past your comfort zone or supply line.</p><p></p><p>KB</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7487714, member: 92239"] 1. High level games require more thought prep. Maybe not for the one off encounter but certainly for anything that is central to the game you're running. (e.g. Boss Fights) and as sort of a 1a to this statement, with more that can potentially go wrong with the campaign once you hit high level, the motivations and under story of whatever is going on really need to be well thought out if you want the end result at a high level to be satisfying. There's nothing worse than an epic level game that doesn't feel epic and if you've not built up enough investment in your world, character relationships and potential outcomes, then you're better off playing levels 1-9 like 90 percent of the gaming population. 2. Remembering that you don't need to go to the ends of the planes or earth to scale for epic level. All that's really needed is some forethought about how your little 1st level town is going to scale to that level by the time the players get their characters to that point. It's not to say you don't travel occasionally, but there's a reason why adventurers sprung up where they are, there's a reason why evil keeps aggressing in the place where the heroes are, and there's plenty of capital coming into the area where the heroes are. By the time a group is 15th level the little trading town can be growing to become a Waterdeep. I find most of the reasons why any high level game I run succeeds or fails is primarily about whether or not I stopped to think about what I was trying to do before I did it and whether or not I overreached on plot when I didn't have to. Do I create a new area of the world whole cloth to go to 15th level and above (zone thinking) or do I invest in character interactions and development such that when they get there it's ready to go, (depth thinking)? Generally zone thinking fails because it forgets everything you did prior and you extend past your comfort zone or supply line. KB [/QUOTE]
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