Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site tilt.FUN Path: utzoo!watmath!clyde!burl!ulysses!allegra!princeton!tilt!chenr From: chenr@tilt.FUN (The 1200 baud hacker) Newsgroups: net.games.frp Subject: Re: Play Balance (The Philsophy behind High-level D&D) Message-ID: <197@tilt.FUN> Date: Sun, 4-Nov-84 02:06:33 EST Article-I.D.: tilt.197 Posted: Sun Nov 4 02:06:33 1984 Date-Received: Tue, 6-Nov-84 06:24:34 EST References: <1897@ucla-cs.ARPA> Organization: Princeton University EECS Dept Lines: 51 This is meant as (hopefully) a clarifying article on what I consider to be a valid, well-run, high-level D&D campaign and why they can be fun. A valid high-level campaign is one in which play-balancing occurs beyond the point that many people would consider "retirement level" and in which it is possible, although not necessary, to reach those levels in a reasonable amount of time. Thus, a PC is no longer required to retire into NPChood upon reaching a certain level of power. The result is a campaign in which power progression can take place at a variety of paces, depending on the willingness of the party to undertake high-(some would say suicidal)-risk, high-reward adventures, and in which players can retire their characters at any level. Play-balancing at the higher levels often takes the form of unusual, or hyped monsters, high-powered NPCs/NPC groups, or getting the PC's involved in more non-violent (political) matters. Usually it ends being a combination of all three. I find playing at the higher levels of such a campaign (once I get there) appealing due to the facts that first, it is easier to get involved in politics (by say, establishing a city). Second, when adventuring, teamwork becomes very criticle. Split-second timing often decides a battle. Third, due to the fact that the PC is more powerful, it becomes easier to do some serious role-playing. An example of this is the hobbit (not my character, by the way) who became Hobbit King and decided he didn't want people stomping on hobbits anymore. He started up Hobbit Scholarships to fund promising adventuresome hobbits, passed out a few +5 arrows to each hobbit village, and did a variety of other things which made hobbits a force to be reckoned with. Being a hobbit, he also liked eating and throwing feasts so he built the most "hobbit-like" hobbit-hole/feasthall you've ever seen and hired a 20th level magician to do nothing but research cooking spells. My highest-level character was a bit different. He was an elf who was never really into adventuring, anyway, so after he he became very powerful and had tried his hand at a variety of things, he decided to retire to a plane for 1000 years or so and develop his latent physical and psionic abilities and do general research into the fundamental aspects of psionic power (he probably should have been a monk). Eventually, he accumlated a group of followers and fellow-researchers and they ended up forming the core of a Psionics Guild. I guess the moral of the story is that a high level D&D campaign doesn't exclude the possibilities of playing a low-level campaign in the same world. I just like playing high-level characters that I've worked up because I think there's just as much challenge and more opportunity. -- "When are we leaving?" "REAL SOON !!!" Ray Chen princeton!tilt!chenr