GlassJaw said:
It also takes a lot more effort on the DM's part to run a high-level campaign, especially one that doesn't rely on combat. It becomes a more precarious balancing act with each new level.
I've found the reverse, believe it or not. My prep time for non-combat plots is exactly the same now as it was at first level. The big swell in pre-game prep comes when there IS combat.
For instance, next game might be a six-way fight between angels, three opposed fiendish factions with different goals, the PCs, and a sentient nightmare-made-flesh. . . 36+ powerful opponents all at each others' throats. Making it so that it actually moves quickly and doesn't bog down is taking me a ton of preparation.
In comparison, the mindset for working out the intricacies of combat-light plots and sessions that still stay quite challenging turns out to be no more difficult than it was at low level. I spend a few hours of noodling time on it a week, but not really any more than that.
My point? I agree that prepping all that crunch in order to challenge the group is harder at high levels. I haven't found that inherent plot design is any tougher, though, and it's your plot that drives how much crunch is involved with the game.
One thing is essential at high levels is that DMs who like to tightly predict and control game flow need to relax and have more faith. When your PCs can cast
gate on a whim, you can't always predict their actions, so it's not necessary to try. Instead, just worry about what the bad guys do if the PCs don't interfere, and I think the rest sort of takes care of itself.