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Why don't more people play high level campaigns? 13th+
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3406702" data-attributes="member: 31506"><p>You CAN do this. Our last Al-Quadim game, which went from 1-21 dealt specifically with this sort of change. The PC's who started out as scam artists playing coffe houses for coppers became national heroes and their band world famous (someone likened the game to the Beatles fight Godzilla and save the world). At one point the group was accosted by fans who wanted to be conned. A yearning to retrun to simpler roots played out as a motif throughout the campaign.</p><p></p><p>What you cant do is have a static concept. While its not the penultimate storytelling, Luke Skywalker went from loser to leader over the course of a few movies. Plan for this sort of thing to happen if your campaign is going to stretch into the teens.</p><p></p><p>I personally dont have that big a deal with high level NPC design. Really only the top 3 levels of spells make a big difference, so pick those and use any minor ones on the fly. The advice on the big 6 for magic items is pretty spot on, so equip your NPC's thusly. Skills are pretty unimportant, but if it comes up, treat them as having class level +3 + stat in whatever is relevant. Its a bit more complicated than a 3rd level mook, but (for me at least) not the hours some people are claiming.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3406702, member: 31506"] You CAN do this. Our last Al-Quadim game, which went from 1-21 dealt specifically with this sort of change. The PC's who started out as scam artists playing coffe houses for coppers became national heroes and their band world famous (someone likened the game to the Beatles fight Godzilla and save the world). At one point the group was accosted by fans who wanted to be conned. A yearning to retrun to simpler roots played out as a motif throughout the campaign. What you cant do is have a static concept. While its not the penultimate storytelling, Luke Skywalker went from loser to leader over the course of a few movies. Plan for this sort of thing to happen if your campaign is going to stretch into the teens. I personally dont have that big a deal with high level NPC design. Really only the top 3 levels of spells make a big difference, so pick those and use any minor ones on the fly. The advice on the big 6 for magic items is pretty spot on, so equip your NPC's thusly. Skills are pretty unimportant, but if it comes up, treat them as having class level +3 + stat in whatever is relevant. Its a bit more complicated than a 3rd level mook, but (for me at least) not the hours some people are claiming. [/QUOTE]
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