The1True
8, 8, I forget what is for
If the Megadungeon is the K2 where mighty bloggers go to find death and ruin (I've given up waiting for The Angry GM to wrap his up), then the High Level adventure is the Matterhorn, its majesty concealing an equally respectable death count. It seems to be a particularly nettlesome issue for older versions of the game. Anthony Huso has been tackling the subject adroitly in his blog for a while now and I put forward that it's time for the AD&R Design Committee to give it a shot! I propose we aim to lay down at least the framework for a minimum 16th lvl adventure!
I've got this old King Conan limited comic series where his kingdom gets invaded by minions of Set and he's forced to come out of retirement to lead his armies south to face Thulsa Doom once more. He personally leads his praetorian guard, a bunch of fighters obviously of name level across the river Styx and into a nightmare landscape of twisted undead abominations where most of the population of Stygia has been wiped out by unnamable horror. He has to fight hard to protect his crack troops and eventually only he is strong enough to hue his way to the heart of the evil and battle its otherworldly source. It is a template for an epic adventure if ever I saw one.
I think part of the problem for the old school is that so much of the fighting population caps out at 3rd lvl. It's hard to conceive how a city could have 9th level+ crack-troops or that an evil power consisting of tens or possibly hundreds of high-level monsters could gather without sweeping away everyone in the kingdom.
The other big problem is one of challenge. When high lvl spell casters can do an end run around almost anything, writing up monsters and obstacles gets pretty intimidating. With character balance out the window, the game can also become less fun for character classes with fewer abilities who may get sidelined while casters and rogues do all the work.
A lesser problem is one of motivation; but realistically, the players are here to play D&D. It shouldn't really take much to spur them out of comfortable domain play to put it all on the line once again.
I'm out of time for now, but I thought we could start by listing possible limitations and motivations for high lvl PC's. From there we could design some challenges (rooms, scenarios, mini-quests) which we could start to knit together into an adventure... Keep it little picture for now. I know people love blue-skying the big-picture plots'n themes here
I've got this old King Conan limited comic series where his kingdom gets invaded by minions of Set and he's forced to come out of retirement to lead his armies south to face Thulsa Doom once more. He personally leads his praetorian guard, a bunch of fighters obviously of name level across the river Styx and into a nightmare landscape of twisted undead abominations where most of the population of Stygia has been wiped out by unnamable horror. He has to fight hard to protect his crack troops and eventually only he is strong enough to hue his way to the heart of the evil and battle its otherworldly source. It is a template for an epic adventure if ever I saw one.
I think part of the problem for the old school is that so much of the fighting population caps out at 3rd lvl. It's hard to conceive how a city could have 9th level+ crack-troops or that an evil power consisting of tens or possibly hundreds of high-level monsters could gather without sweeping away everyone in the kingdom.
The other big problem is one of challenge. When high lvl spell casters can do an end run around almost anything, writing up monsters and obstacles gets pretty intimidating. With character balance out the window, the game can also become less fun for character classes with fewer abilities who may get sidelined while casters and rogues do all the work.
A lesser problem is one of motivation; but realistically, the players are here to play D&D. It shouldn't really take much to spur them out of comfortable domain play to put it all on the line once again.
I'm out of time for now, but I thought we could start by listing possible limitations and motivations for high lvl PC's. From there we could design some challenges (rooms, scenarios, mini-quests) which we could start to knit together into an adventure... Keep it little picture for now. I know people love blue-skying the big-picture plots'n themes here