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General Tabletop Discussion
*TTRPGs General
Why don't more people play high level campaigns? 13th+
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<blockquote data-quote="bowbe" data-source="post: 3406369" data-attributes="member: 6328"><p>Jasin you hit the nail on the head there.</p><p></p><p>Most often the campaigns are NOT crafted to account for such changes in the characters as they grow and develop. Many published adventures either take great pains not to address this (DCC's...no thats not a slam on DCC's) They give you the adventure, you figure the if's and's or why's of it. </p><p></p><p>Eric Mona, Chris Perkins and the crew do a fabulous job of this because they are at heart very oldschool imho. They offer the motivations, give use of explanations to the changes characters face that you can use in your campaign because they give you a campaign and they are great students of classics like Slavelords, Against the Giants, and the D' series. </p><p></p><p>Sure those old books didn't go into extrapolating all the if's and's or buts. Instead most of them had a great introduction page that gave the run-down of some of the various sub plots and thematic ploys. The adventure paths are great for that type of adventuring and even folks who prefer to "run it their own way" or create whole cloth their own adventure mileu could definitely learn a thing or two from reading them. The same can be said or some of the other fine published setting/adventure material that is out there when it comes to putting some jazz into their campaigns be they low or high. </p><p></p><p>Another thing I have learned from my experiences running high level campaigns is that the locations although massive and huge need not be detailed with every door and chamber. So yes the nature of adventuring at High level does change. Why waste time developing the enemies in every single room when PCs can teleport or plane shift or scry or whatever. At the same time if the PCs have a stronghold, their lairs may be targets of organized bands of foes who seek them out individually. </p><p></p><p>Just some thoughts. </p><p></p><p>Case</p></blockquote><p></p>
[QUOTE="bowbe, post: 3406369, member: 6328"] Jasin you hit the nail on the head there. Most often the campaigns are NOT crafted to account for such changes in the characters as they grow and develop. Many published adventures either take great pains not to address this (DCC's...no thats not a slam on DCC's) They give you the adventure, you figure the if's and's or why's of it. Eric Mona, Chris Perkins and the crew do a fabulous job of this because they are at heart very oldschool imho. They offer the motivations, give use of explanations to the changes characters face that you can use in your campaign because they give you a campaign and they are great students of classics like Slavelords, Against the Giants, and the D' series. Sure those old books didn't go into extrapolating all the if's and's or buts. Instead most of them had a great introduction page that gave the run-down of some of the various sub plots and thematic ploys. The adventure paths are great for that type of adventuring and even folks who prefer to "run it their own way" or create whole cloth their own adventure mileu could definitely learn a thing or two from reading them. The same can be said or some of the other fine published setting/adventure material that is out there when it comes to putting some jazz into their campaigns be they low or high. Another thing I have learned from my experiences running high level campaigns is that the locations although massive and huge need not be detailed with every door and chamber. So yes the nature of adventuring at High level does change. Why waste time developing the enemies in every single room when PCs can teleport or plane shift or scry or whatever. At the same time if the PCs have a stronghold, their lairs may be targets of organized bands of foes who seek them out individually. Just some thoughts. Case [/QUOTE]
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Why don't more people play high level campaigns? 13th+
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