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No One Plays High Level?
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<blockquote data-quote="Reynard" data-source="post: 9193098" data-attributes="member: 467"><p>Unless the published adventure is actually a sequel to another adventure the PCs have experienced, then those hooks are going to be up to the GM. However, one thing such a module could do is provide a section telling the GM who the important people -- helpers, antagonists, and otherwise -- are in the module and asking the GM to think of NPCs from their campaign that can replace these NPCs based on role. That way, it should be relatively easy for the GM to tie the long history of the party to the new module. After all, i think most of us lean on archetypes and tropes to some degree.</p><p></p><p>Another element that I would certainly want to see is a more situational approach: the UberLich has awakened and wants to get revenge on the Council of Divine Dragons for defeating him lo these many centuries ago. Rather than a plot structure, give us all the important bits -- NPCs with their motivations and relationships, locations, important events -- and a rough outline of what might happen if the PCs were not to get involved. The rest will take care of itself. I prefer this sort of design in general, but I think it is very important for high level adventures. The person that has been GMing the party for 20 levels hardly knows what they are going to do. A designer/writer has no hope.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9193098, member: 467"] Unless the published adventure is actually a sequel to another adventure the PCs have experienced, then those hooks are going to be up to the GM. However, one thing such a module could do is provide a section telling the GM who the important people -- helpers, antagonists, and otherwise -- are in the module and asking the GM to think of NPCs from their campaign that can replace these NPCs based on role. That way, it should be relatively easy for the GM to tie the long history of the party to the new module. After all, i think most of us lean on archetypes and tropes to some degree. Another element that I would certainly want to see is a more situational approach: the UberLich has awakened and wants to get revenge on the Council of Divine Dragons for defeating him lo these many centuries ago. Rather than a plot structure, give us all the important bits -- NPCs with their motivations and relationships, locations, important events -- and a rough outline of what might happen if the PCs were not to get involved. The rest will take care of itself. I prefer this sort of design in general, but I think it is very important for high level adventures. The person that has been GMing the party for 20 levels hardly knows what they are going to do. A designer/writer has no hope. [/QUOTE]
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