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What the hell is wrong with me???
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<blockquote data-quote="Brother MacLaren" data-source="post: 3345689" data-attributes="member: 15999"><p>You might be happiest running a "status quo" game, where you have figured out <em>before the campaign starts </em> who the movers and shakers are, what level they are, and what level their minions are. Example:</p><p>The evil overlord in the wastelands is a level 15 barbarian/fighter. He has a level 12 wizard vizier and a level 13 high priest assisting him. The power behind him is a glabrezu. He can call on a level 14 Assassin for one mission and has 2,000 1st-level troops and half as many at each higher level. His chief trapmaker can make traps of DC 30 for his lair -- and this won't change based on the party rogue's Disable Device skill.</p><p>The crazy wizard in the wastelands, who can either be a potent ally or a dangerous enemy depending on the PCs' Diplomacy and role-playing, is a level 11 CN Wild Mage who starts off as "unfriendly."</p><p>The local gang leader in the main city is a level 8 rogue. He has a level 6 fighter bodyguard and a level 5 wizard assisting him, and his lair has traps of DC 23.</p><p>The ruler of the city is a level 1 Aristocrat, and his personal guard consists of ten 9th-level paladins and four 11th-level clerics.</p><p></p><p>Now, whatever the PCs choose to do, you aren't making it too easy on them out of mercy or too hard on them out of antagonism. If they choose to go after the gang leader at level 4, it'll be a very tough fight. If they choose to wait until level 10 to deal with him, he'll be no challenge. If they annoy the barbarian warlord at level 8, they're almost certainly going to die. If they want to take over the city at level 13, they may well be able to.</p><p></p><p>The key in this kind of game is to NOT direct the PCs to "Do this mission next." Just give them the world and the situations and let them get themselves into trouble.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3345689, member: 15999"] You might be happiest running a "status quo" game, where you have figured out [I]before the campaign starts [/I] who the movers and shakers are, what level they are, and what level their minions are. Example: The evil overlord in the wastelands is a level 15 barbarian/fighter. He has a level 12 wizard vizier and a level 13 high priest assisting him. The power behind him is a glabrezu. He can call on a level 14 Assassin for one mission and has 2,000 1st-level troops and half as many at each higher level. His chief trapmaker can make traps of DC 30 for his lair -- and this won't change based on the party rogue's Disable Device skill. The crazy wizard in the wastelands, who can either be a potent ally or a dangerous enemy depending on the PCs' Diplomacy and role-playing, is a level 11 CN Wild Mage who starts off as "unfriendly." The local gang leader in the main city is a level 8 rogue. He has a level 6 fighter bodyguard and a level 5 wizard assisting him, and his lair has traps of DC 23. The ruler of the city is a level 1 Aristocrat, and his personal guard consists of ten 9th-level paladins and four 11th-level clerics. Now, whatever the PCs choose to do, you aren't making it too easy on them out of mercy or too hard on them out of antagonism. If they choose to go after the gang leader at level 4, it'll be a very tough fight. If they choose to wait until level 10 to deal with him, he'll be no challenge. If they annoy the barbarian warlord at level 8, they're almost certainly going to die. If they want to take over the city at level 13, they may well be able to. The key in this kind of game is to NOT direct the PCs to "Do this mission next." Just give them the world and the situations and let them get themselves into trouble. [/QUOTE]
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