As
there has been some support in the club postings that lower level
characters/campaigns are more challenging for players and better role
playing environments. I would like to represent the opposing view.
Many of our members may have felt that comments about their campaigns
were discounted simply because they had posted devices or spells that
were of very high level and effect. Or because they discussed campaigns
based in legendary proportions.
While I personally agree that role play is the best part of any RPG
(hey it’s even in the name!) I feel that big, loud bangs and way-larger
than life events are part of that as well. "Hey man, tonight we drove
Beelzebub back to the abyss! We'd have killed him but he has an innate
plane shift and got away!", was one of my favorite comments from a
player.
I take a different position than some of our groups very good long-time
DM’s on the issue of high level games. Let me make clear that I respect
them, read their posts with interest and look to their advice myself
in determining game rulings.
However, high level games are fun! I really enjoy them and have played
them as a result of years of continual gaming with the same 2 groups.
Rather than running modules or separate campaigns with varying characters,
I took the same characters through thousands of hours of gaming. Twice
new players took up the roles of PC’s who moved but the characters
were the same.
The players kept gaining experience and had great ideas on how to
use the natural tools and features around them. Frankly, I am pretty
sure most of my players would have gone away long ago if I had not
kept things constantly escalating (at a carefully controlled rate
of course).
That is not to say I am in favor of "Monte-Haul" gaming either. Everything
should be earned or it will hold little value. You can’t have your
players feel you have GIVEN them something. If they do, the illusion
falls away and they find they have nothing.
My first group ran for 14 years and came to possess incredible devices
ranging from an eventual pile of magic devices collected, to "acquiring"
3 galaxy-class starships, blasters a robot friend and too much more
to list. Throughout it all, I was able to encourage them to keep a
healthy respect for town authorities, arch-rivals and a fear of death.
Even at the 20+ level point in the campaign characters died, ran from
battle and once they were all captured.
Of course none of it is real to begin with. The only thing that gives
treasure or the experience points or any of it any value is the credibility
the players choose to invest in the DM, his rulings and evaluation
of their characters. After all that's pretty much what EXP’s are;
an evaluation of your characters performance in the view of the DM.
I simply don’t believe that running the characters into higher levels
prevents the skilled DM from presenting challenging monsters, villains,
puzzles, traps or scenarios to keep even the highest level characters
on their toes.
No single device or weapon can unbalance your run. Even the "Chime
of Hunger" (If you haven't read it you should. Great item!) can be
negated by an anti-magic shell. A high level mage can cast "Wish"
or "Limited Wish" and at minimum nullify it's effects for a time.
Even arrows launched by archers with wax in their ears could attack
the wielder.
Some of my greatest D&D memories are of great battles with magic-users
flying above doing battle with other MU's or strafing ground troops.
Squads of allied giants battling the hordes of orcs and trolls, while
clerics fortified and patched-up the many human troops. Thieves became
heroic scouts and the druids called forth a storm to rain lightning
down upon the enemy... I am getting a tear. One moment please...
Metaphorically speaking; there is no rock the DM can not lift and
no limit to the size of rock he can create. You just have an increasingly
challenging job to keep the balance and know all the spells and other
high level abilities that your PC will use.
High-level campaigns do require the PC's and DM to be keenly versed
in the various skills, rules and with magic. It becomes crucial that
everyone knows the AOE, Range, Duration, effect, etc., of their spells.
Failure to be proficient in your class can cause long drawn out turns
and a loss of flow. In my humble opinion however, players should have
developed those skills by the time they have been gaming for a couple
of years anyway.
Simply giving the NPC opponents or monsters a plan, a routine for
defending and protecting themselves can make them a greater challenge.
The Ewoks from Star Wars had traps and defensive weapons along with
teamwork and a plan, to greatly increase their formidability. (Sorry
the Ewoks where just and easy example).
I have dealt with PC's using prismatic spheres, multiple wishes, artifacts
and many high level devices or spells. I simply created villains with
equally high level abilities and paraphernalia. The trick is in how
you combine and use what you have. A monsters innate abilities can
devastate a group who has ventured into an area where magic will not
function. Then even if they have an artifact that functions in an
anti-magic sphere (yes I have a few items IMC that do) a dozen mid-level
demons with innate abilities can drive off and even kill some pretty
high level groups.
There
are several ways to make sure you are getting the most out of your
opponent NPC's. They just need to be fully run.
By "fully run" I mean:
1. Opponents do not simply sit in their lair/cave/castle oblivious
to the threat of unwanted visitors.
2. Guards in a High-Magic world (even in smarter monster holds) are
trained from the start to watch for signs of invisible intruders and
are told to IMMEDIATELY sound the alarm when seeing something at all
funny. Even if not sure. They are taught how to best fight and defend
against invisible, flying or otherwise augmented opponents. Most would
be trained in how to disturb a MU's spell by casting a stone. Etc.,
etc., etc... This seems like simple logic to me.
3. Warding spells sound alarms if certain types of magical auras are
detected. Merchants wear charms to ward off beguilement.
4. A magic-users guild keeps MU's high in society but under strict
rules of conduct. Otherwise society would not tolerate the MU's. They
actually protect the cities and give some service to the community.
Therefore they are an important part of the community. Not feared
and the dominating force. The kings and other rulers have aristocrat
MU's as well who give the upper class a strong foothold in the guilds
as well. They have an interest in maintaining the society which supports
their aristocracy. Many aristocrats are religious and are influenced
greatly by their preist (cleric) and this helps to further round out
the balance.
5. High level thieves are kept in check my magical alarms and to some
extent, their own the guild which gives protection to and has certain
deals with the other guilds or nobility as well.
6. High level fighters. Cyrano diBergerac fought off 50 men. This
is not a new concept. If needed, I bring 5 16th level fighters and
have had no problem getting High level PC fighters to come peacefully
(or unconscious) to jail in the bigger cities.
7. Clerics of the good faiths perform service to the community and
help contest the more evil cults or religions. Evil ones give support
to evil leaders or have their own agendas. The clerics in my world
have their hand in everything. They have followers in almost every
other class who want to go to heaven.
8. High level opponents have informants, paid officials, henchmen/followers
and magic devices of their own. An enemy with a ball of scrying or
any of the above may know when and where you will attack. May know
your weaknesses. The enemy may also have friends. Friends who will
come after you later (or your mom, kids, business, girlfriend).
9. NPC opponent leaders have experience. They have stayed alive and
risen to the top of their lair/group/cult/society by being smarter/
faster/tougher than their fellows. They have had to have had some
success to get where they are. They are crafty, clever, have extra
abilities (try a frost giant who has learned formal fighting skills
and gets additional attack bonuses or a modified attack matrix).
How about a rouge storm giant magic user. Leading a group of other
giants (some dumb as stick but others of higher intelligence). How
difficult would it be to assail his mountain fortress? Giving creatures
classes can make them very formidable.
Making the opponent a real, living, thinking being can turn even a
simple creature into a more dangerous opponent. The above are just
a very few of the ideas similar thinking can provide to your NPC opponents.
There are many other ways this thinking can be applied to all types
of NPC behavioral aspects. The more, the greater challenge they present.
I would never shy away from such high-level play. It is the greatest
challenge in the game I know of and the only way to fully use the
entire range of spells, devices and opportunities the game provides.
Of course this is all just my opinion. I simply wanted to present
the other side of the "Power Game" issue as the "Mid and lower-level
is best", point-of-view has been well championed. I personally think
that rising to the highest level you can (before running out of lives!)
should be the goal of any character. It should just evolve, not be
rushed or manipulated unnaturally by the DM or players.
Thanks,
T