Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxj!houxm!hogpc!houxe!drutx!drusd!sps From: sps@drusd.UUCP Newsgroups: net.games.frp Subject: Re: Game Balance / High Level - Low Level Message-ID: <1142@drusd.UUCP> Date: Tue, 30-Oct-84 13:53:20 EST Article-I.D.: drusd.1142 Posted: Tue Oct 30 13:53:20 1984 Date-Received: Wed, 31-Oct-84 01:29:28 EST References: <3905@decwrl.UUCP> <1662@ucla-cs.ARPA>, <187@tilt.FUN> <1816@ucla-cs.ARPA>, <196@tilt.FUN>, <26@sdamRe: Game Balanc Lines: 38 Relay-Version: version B 2.10 5/3/83; site houxe.UUCP Posting-Version: version B 2.10.1 6/24/83; site drusd.UUCP Message-ID: <1142@drusd.UUCP> Date: Tue, 30-Oct-84 13:53:20 EST e / High Level - Low Level Lines: 30 I agree, high-level games can be fun when well played. I also agree that such games are extremely taxing on the DM. At higher levels, the fun of the game comes from PC/NPC interactions, NOT from "hack and slash." Unless the DM is a great actor, capable of playing dozens of parts in the same session, the game loses its luster. Creating all these NPC, and fleshing them out to high levels with fully developed personalities, requires time and imagination. If the PCs happen to take a "path" other than what the DM planned, the DM is faced with the frustration of lost effort, and the task of creating new NPCs "on the fly." One solution, creating a different game situation, is for the DM to revert to the role of moderator. The DM creates a "world." Then has two or more parties running around in it. Assign each player a city, or other suitable locale, to flesh out with characters and mythos. The DM then coordinates the various locales and player interactions for consistancy with established guidelines. The DM may retain some of the locales, or mythos, for his/her own play. The game then becomes truly "Role Playing," with character interactions taking on the prime aspect. Steve Shapland, aka Amlwch, Lord of the Karpian Dragons 11655 Logan St. Northglenn, CO 80233 drusd!sps