Why do you buy high-level adventures?

What do you use high level adventures for?



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I want a good plot, I want a selection of level appropriate challenges, I want statblocks done out I can use in game. I will tweak to fit the campaign but I want to be able to use it without changing major plot elements (demon god fane ending) or having to fill in too many plot holes on my own (lord of the iron fortress).
 

All of the above. But, as DragonLancer noted, I wouldn't buy an adventure that I didn't plan to run.

I, of course, tweak the adventure to meet my particular group's needs and backgrounds. Thankfully, I find that to be the easy and quick part.
 


I find it challenging enough to run a high level adventure (I find it the most fun and rewarding though) let alone create one. I'm learning from the published material out there and giving it more time and experience before I start with something like that. So I chose the second and third option.
 


I tend to use them as learning tools. I'll mine for plots and ideas, but usually I'm even more interested in how the adventure is put together, and seeing how the adventure writer handled the known problems with high-level play.

That's one of the reasons I found the Epic Adventure from Dungeon a few months back to be disappointing; it essentially was a standard dungeon crawl, and I pretty much know how to run those.
 

Gee, the results coming in are totally interesting! Thanks for your answers!

A few people have said "for a fun read." Maybe all high-level adventures should be more book (or comic book) like?

GuardianLurker said:
I tend to use them as learning tools. I'll mine for plots and ideas, but usually I'm even more interested in how the adventure is put together, and seeing how the adventure writer handled the known problems with high-level play.
Neat! So you mean that you're more interested in using the adventure as a model for your own high-level adventure writing?
 

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