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Why Do Higher Levels Get Less Play?
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<blockquote data-quote="tetrasodium" data-source="post: 9596941" data-attributes="member: 93670"><p>There is a wide ocean of difference between running a one shot or even a series of pseudo one shots that happens to be done at a high level compared to actually running an ongoing game at high levels that leans closer to sandbox than one shot. The mechanics I mentioned are examples of mechanical hooks and levers that provide the gm with beneficial functional tools for keeping that sandbox from collapsing under the gravitational pull of high level PCs who are equipped like PCs who walked the whole path and played in the hands of players experienced working/growing their characters alongside each other through that whole path.</p><p></p><p>The default "high level" play in the core books is pretty much committed to accepting that high level play is the exclusive domain of oke shots and collapsing campaigns in the process of rocketing towards the next campaign with new lower level PCs. You keep talking about if the dmg does/can teach a GM to <em>run</em> high level [campaigns]... Because of that acceptance it's impossible for the dmg to teach the gm to do something the system has accepted is a totally unsupported play style that exists well outside the realm of accepted play. </p><p></p><p> Any book attempting to teach a GM to run high level campaigns that aren't simple one shots and strings of one shots that happen to have high level PCs needs to bring with it the tools needed to support the gm it is attempting to "teach". Unfortunately wotc has so far shown a level of interest bordering on disdain when it comes to significant change and robust gm support.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9596941, member: 93670"] There is a wide ocean of difference between running a one shot or even a series of pseudo one shots that happens to be done at a high level compared to actually running an ongoing game at high levels that leans closer to sandbox than one shot. The mechanics I mentioned are examples of mechanical hooks and levers that provide the gm with beneficial functional tools for keeping that sandbox from collapsing under the gravitational pull of high level PCs who are equipped like PCs who walked the whole path and played in the hands of players experienced working/growing their characters alongside each other through that whole path. The default "high level" play in the core books is pretty much committed to accepting that high level play is the exclusive domain of oke shots and collapsing campaigns in the process of rocketing towards the next campaign with new lower level PCs. You keep talking about if the dmg does/can teach a GM to [I]run[/I] high level [campaigns]... Because of that acceptance it's impossible for the dmg to teach the gm to do something the system has accepted is a totally unsupported play style that exists well outside the realm of accepted play. Any book attempting to teach a GM to run high level campaigns that aren't simple one shots and strings of one shots that happen to have high level PCs needs to bring with it the tools needed to support the gm it is attempting to "teach". Unfortunately wotc has so far shown a level of interest bordering on disdain when it comes to significant change and robust gm support. [/QUOTE]
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