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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: 1052992" data-attributes="member: 12455"><p><em>Originally posted by evildm </em></p><p><strong>I don't know really. While I liked Children of Lilith quite a bit, I didn't see it as an adventure at all, so much as a campaign plot, which is fine.</strong></p><p></p><p>That's what I am talking about - that's the ideal high-level module. Anything more and you get into situations that a potential group of players will find offensive (for example), or will simply cakewalk through because of feat/race/template/class/spell/item XYZ.</p><p></p><p>This way, for a non-Tribe 8 example look at Monte Cook's stuff like "When the Sky Falls" or "Death of a God" sourcebooks, you can tailor the details to fit the exact details of your party - be they all single-classed humans at level 20 or half-fiendish Dragon liches with 8 different prestige classes, and zero core-rules Feats/Spells/Items.</p><p></p><p>Such modules/minicampaigns also neatly avoid big things like house rules. If a published dungeon uses the DMG guidelines to the letter, and the whole thing hinges on one particular thing - like Dodge only working against one opponent, or Spell Focus/Spell Power being nerfed, and in your game they aren't, then you have a problem. Another example - I have yet to see a high-level module deal successfully with a party that includes high-level diviners, fighters with cohorts or psionics - at least not without needing to railroad to take away such things (the diviners spells just don't work, the cohorts are killed, the whole thing takes place in a psionic dead-zone, etc).</p><p></p><p>- Ma'at</p></blockquote><p></p>
[QUOTE="Anubis the Doomseer, post: 1052992, member: 12455"] [i]Originally posted by evildm [/i] [B]I don't know really. While I liked Children of Lilith quite a bit, I didn't see it as an adventure at all, so much as a campaign plot, which is fine.[/b] That's what I am talking about - that's the ideal high-level module. Anything more and you get into situations that a potential group of players will find offensive (for example), or will simply cakewalk through because of feat/race/template/class/spell/item XYZ. This way, for a non-Tribe 8 example look at Monte Cook's stuff like "When the Sky Falls" or "Death of a God" sourcebooks, you can tailor the details to fit the exact details of your party - be they all single-classed humans at level 20 or half-fiendish Dragon liches with 8 different prestige classes, and zero core-rules Feats/Spells/Items. Such modules/minicampaigns also neatly avoid big things like house rules. If a published dungeon uses the DMG guidelines to the letter, and the whole thing hinges on one particular thing - like Dodge only working against one opponent, or Spell Focus/Spell Power being nerfed, and in your game they aren't, then you have a problem. Another example - I have yet to see a high-level module deal successfully with a party that includes high-level diviners, fighters with cohorts or psionics - at least not without needing to railroad to take away such things (the diviners spells just don't work, the cohorts are killed, the whole thing takes place in a psionic dead-zone, etc). - Ma'at [/QUOTE]
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