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General Tabletop Discussion
*TTRPGs General
What's wrong with current high-level mega-modules
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<blockquote data-quote="Anubis the Doomseer" data-source="post: 1052936" data-attributes="member: 12455"><p>(from my response on RPG.net to the same post)</p><p></p><p>I think it has to do with the sheer variety of potential player characters. </p><p></p><p>Like the DMG says a dungeon is often the best tool for the job because by its very nature it puts real limits on what a character can and cannot do in (or with) the environment, and allows the DM to run the game with a bit of predictability. </p><p></p><p>High-level campaigns are a pain to write. Murder mystery? One good diviner or cleric and it's all over. Invasion? One of the PCs might control vast numbers of forces, if not simply able to wade through the hordes of mooks with impunity (and if the invasion's mooks are CR 15 creatures then you have to seriously stretch credibility so that the PCs can reliably win). Planar campaigns? Well, someone is going to possibly have the magic item/feat/prestige class to unravel the whole thing. </p><p></p><p>That's why I think the writers of such things are going in the wrong direction. Instead of giving us the treasure or DC of every minor trap in the "mega-dungeon" the 'module' itself shoudl read like a mini setting/campaign book. Stat out the big stuff, let the (presumably experienced) DM do the rest. Chances are the DM already has an idea of what they want to do, they just need a context to put it in. Less "Return to the Temple of Elemental Evil" and more "Children of Lilith" from Tribe 8, only with high-level characters. Focus on the core moments of the adventure, and let the rest play out as customized according to the group's preferences. </p><p></p><p>- Ma'at</p></blockquote><p></p>
[QUOTE="Anubis the Doomseer, post: 1052936, member: 12455"] (from my response on RPG.net to the same post) I think it has to do with the sheer variety of potential player characters. Like the DMG says a dungeon is often the best tool for the job because by its very nature it puts real limits on what a character can and cannot do in (or with) the environment, and allows the DM to run the game with a bit of predictability. High-level campaigns are a pain to write. Murder mystery? One good diviner or cleric and it's all over. Invasion? One of the PCs might control vast numbers of forces, if not simply able to wade through the hordes of mooks with impunity (and if the invasion's mooks are CR 15 creatures then you have to seriously stretch credibility so that the PCs can reliably win). Planar campaigns? Well, someone is going to possibly have the magic item/feat/prestige class to unravel the whole thing. That's why I think the writers of such things are going in the wrong direction. Instead of giving us the treasure or DC of every minor trap in the "mega-dungeon" the 'module' itself shoudl read like a mini setting/campaign book. Stat out the big stuff, let the (presumably experienced) DM do the rest. Chances are the DM already has an idea of what they want to do, they just need a context to put it in. Less "Return to the Temple of Elemental Evil" and more "Children of Lilith" from Tribe 8, only with high-level characters. Focus on the core moments of the adventure, and let the rest play out as customized according to the group's preferences. - Ma'at [/QUOTE]
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What's wrong with current high-level mega-modules
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