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As
promised, two more buildings in the series. -------------------------HACK & SLASH
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Two more henchmen for the series 2, focusing on demi-humans. -------------------------HACK & SLASH
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ON FAILING HIGH LEVEL PLAY The biggest sin in high level adventure design is designing low-level adventures and calling them high level adventures. It's almost as bad as sticking random monsters in random rooms and writing dozens of pages of stuff that happened before the players got there. Here's how you successfully design high-level adventures. HIGH LEVEL ADVENTURE Part of the fun is as you advance in the game, abilities and priorities change. Each game, each edition, goes through different phases as the players level. This is either explicit (e.g. 4th edition's level 'tier' list), implicit (5th editions power bumps at certain levels), or latent within the structure of the game (Gaining followers and needing to build a castle in 1st edition). High-level characters have the ability to solve problems in ways that are particular to them. _They don't have to accept situations. _The largest flaw with most published high-level adventures is designing a limited environment and then removing the tools the players earned to force them into that environment. That isn't the way to do it. Superior high level adventure design requires the following: IT MUST BE PLAYER DRIVEN post-teleport and army, players have options to redefine engagement. They can plane shift, turn invisible, fly, shadow step, or use any manner of shenanigans to be very selective about their engagements. This means modules who's contents are dependent on forcing the player's into situations are either going to fail "_pffft, I go ethereal and go home_" or require you to remove their abilities often to the detriment to the setting itself, i.e. causing whole areas to be anti-magic or coming up with effects to nullify travel. It is important we understand the nuance here—having dead magic zones or areas where planar contact is cut off or fly spells don't work is great, as long as it is a part of the setting players can visit. If your adventure site is set up that way, then it's a challenge, as long as the players choose to be there. These things are fundamental to your campaign setting, they are the background rules for the world. When used as a tool to force an adventure, theyare bullshit.
COMBAT MUST HAVE SECONDARY GOALS One continual failure of high-level play are the amount of encounters set up with the expectations that players will fight them. It is _not_ a safe assumption that players will need to fight a single encounter in your adventure, and if they do, it's likely they will doso on their terms.
The way you make combat satisfying is that you create situations that require the players to engage in combat to accomplish their goals. In a high level adventure, non-penultimate and ultimate fights shouldn't be designed with the expectation that players will fight them in any sort of traditional sense. They might teleport them a mile into the air, charm them to fight each other, or just create a hellish inferno filled with fireballs, rather than rolling initiative. So combats should always be designed with the idea that there is a danger that attacks them while trying to accomplish a secondary goal. They want to open the warded door? The room fills with shadows. They find a room with prisoners, they have to save them before they are killed by demons. Always view any combat encounter as a difficulty that besets the players as they try to accomplish a task. Is this somewhat reasonably difficult to do? Yes. That is why people are paying you to design an adventure instead of doing it themselves. COUNTERING WITHOUT NULLIFYING PLAYER ABILITIES You do have to address the players abilities to subvert encounters, but you want to do so as part of the encounter. High level players do a lot of things, you should COUNT on them being able to do those things, not try to prevent them. Some examples follow. _Discovering the truth_ Assume your characters can speak with dead or force people to tell the truth, you just have to insure that telling the truth creates adventure instead of limiting it. _Flying _All characters and all classes will have the ability to not engage in combats on the ground. Make sure both your encounters and environments take this into account. Will something happen when people take to the air? How do these people defend against flying intruders? _Scouting_ player characters can retrieve amazing amounts of information by seeing through walls, casting spells that will give specific treasure and head-counts. This ability begins as early as level 3 when players begin to use extra-sensory perception to find outhead counts.
Don't create encounters that depend on the players not having their abilities or information. Create a situation where the information the characters receive creates new problems and challenges. ABANDONING THE "EXPLORE & CLEAR" PHILOSOPHY Hostile spaces that challenge high level adventurers, should not be 'clearable' areas. High level characters have plenty of opportunity to clear small dungeons and lairs, and such an adventure will probably not take them long, a half-hour of table planning, executing the strike, and then returning will usually not occupy more than an hour or so of gametime. So it's important that high level adventure sites are intrinsically difficult to clear, like a gateway to hell. Players won't be able to explore and kill everything in hell. Create an adventure site that simply does not let the players gain a foothold without needing to bring other campaign resources to bear. This can include an entire fortification and city (like a giant or dwarven city), a animal lair like a giant ant hive, wizard realms with demi-planes. Consider your adventure environment and ask yourself why the players don't just flood it with water or poison everyoneinside.
LONG-TERM CONSEQUENCES TO CHOICES When designing adventures for high level characters, insure that the adventure regardless of how the players interact with it, creates consequences. You can't force players of this level to engage in activities. So make sure they understand the stakes. Do not get frustrated because players are willing to accept those consequences, that is part of the point of playing the game. They may decide to ignore your adventure location, which is a great opportunity to create new adventures—ones they might partake because they want to undo or change those consequences. It's important to avoid a 'punishment cascade'. This is where you create a penalty for what will happen if the players refuse the call, so they won't refuse the call. Then when they do, you develop an emotional reaction ("_How dare they! I spent time on this! It's disrespectful!_") and so you escalate the consequences. A classic example is the players choosing to kill some non-player character that the referee is sweet on, so the encounter becomes magically tougher topunish them.
You create the long term consequence so they players can make a choice. If you make the consequence so bad, you're not really providing a choice. Some players will often feel this pressure for consequences you didn't design to be that punishing. High level campaigns thrive on organically derived play, so grant your players the opportunity to do that. ALLOWING CHARACTERS TIME TO SHINE I mean, hell, how many 11th level wizards have you played. Give them hordes of enemies to cut down, let situations occur where they can easily solve problems that would destroy lower level players. Set a demonic outsider right in front of the Paladin and let him melt it in one shot. Create an entire pillar of adventure a skilled thief can obviate with two skill checks. Put enough targets near your fighters and their armies to drop a whole battle unit every round. Reaching high level is an achievement. Create multiple situations that are trivially solved by specific high level abilities. It's fun for the players to subvert expectations and turns into memorable situations. This is not as difficult as it seems, generally I'd throw in 2 extra dragons so the 15th level barbarian had something to do for 3 rounds. Accept the reality of high-level play.FATAL DEAD ENDS
The feeling of risk should not be gone. High level mechanical play involves a lot of consistent results with occasional chaotic outliers. High level characters will generally save on a 2+, are almost untargetable or unhittable, are immune and resistant to multiple types of damage, and have many many resources to avoid danger. They will minimize any encounter that interacts with them mechanically because of their ability to address this. So create and design encounters that side-step the mechanical systems.To wit:
"_anyone in the room when the ceiling collapses dies under several tons of rock, no saving throw_" It is important that this is telegraphed of course. These aren't gotchas, but letting the players know that in spite of all their protections, they can still be crushed by Godzilla. The important thing for design, is that these fatal encounters or parts of encounters again put something at stake for the players. Being high level usually allows them to avoid these consequences, so good adventure design for high-level characters includes situations where things are again at stake. This is just part 1, part 2 will cover understanding the scope of high level play and examining what high level characters are capable of at higher levels of dungeons and dragons. If you want to see these things in practice, check out Eyrie of theDread Eye
.
It has only ever recieved 5 star reviews. It's one of the highest rated products ever released. One of the most critical reviewers called it one of the best adventures he's ever read. It contains in practice, each of the following above points. If you want to know what a good high level adventure looks like, well, for 5$, there's youranswer.
_The only reason this blog is still available and not dead while I work full-time as a writer illustrator, is because of the support it receives on patreon . Thank you to all my Patreons! _ -------------------------HACK & SLASH
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Labels: series (high-level design) ON THE SPREADING WORD Megadungeon #4 is coming, in about a week. But there's something that needs to be done first. The exciting part is discovering new worlds and spaces. How do I do that? Well, last time I sold some advertisements for things. And that was nice, and it got the word out about some great things to people who might not have ever considered them before. But what I really want is the interesting feeling of looking through the ads in the back of old Dragon magazines.The pages with all theweird cool stuff.
So, look. I'm "Selling" advertising space. It's 20$ for a half page, 40$ for a full A5 page. Except, if you don't have the money, and you have a project, you should go ahead and send me an ad. It's _more important_ to get the word out about a cool thing then it is to restrict access to letting people know about cool stuff. IT DOESN'T EVEN HAVE TO BE VISUAL—if you have a small blurb about a product or your company, one that hundreds of buyers who are getting a 5e/basic megadungeon would be interested in _do not let this opportunity go away.__
_ Advertisements, questions and comments as well as advertisement payments (on paypal ) can be sent to campbell at oook dot cz. The "deadline" for getting me your stuff or reserving a slot is Friday—let me know by then. But you'll actually have a bit longer to get it together. -------------------------HACK & SLASH
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ON THE LAST OF THE SALE! We will have a normal post tomorrow, but this is the last day of thesale.
I'm very proud of my art, and I think I've been doing good stuff. I'd like to move some of it, so between NOW and Saturday morning when I wake up, everything on my Etsy store is 60% off! On Saturday morning, the sale ends, and all my stuff returns to its default price, so take advantage before it's too late! It's original art, check some of it out. Most of these pieces took between 40-60 hours to create, so you're really getting something fantastic to add to your gaming space, or perhaps to sell after the next few very popular books I write! Did you know I have 3 books in various stages of production right now? Exciting stuff. Get in and get something awesome for your house or gaming room before the opportunity ends!! The prices are so crazy low on these, I'm almost embarrassed to post them. What artist would sell his work at such a discount? Get yourself something nice and help and my daughter out in the deal!! Saturday morning the sale will end, and we will see you next month for the release of Megadungeon #4. -------------------------HACK & SLASH
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ON NEW HENCHMEN AND MORE CRAZY DEALS!?!Hey everyone!
I started this sale because I had medical bills to pay, along with needing to get some money together to help my daughter attend some funsummer camps.
Well, the medical bill has been paid, and I'm looking for a way to give back a little. How can I make this not a bullshit sale?How about this.
Henchman Season 1 .pdf, and the Hack and Slash Blog Compendiums are all pay what you want till Thursday. The print copies of the 4 compendiums are 50% off (it won't let me go any higher with the discount, otherwise it would lose money.) Get all these .pdfs for FREE! (Although feel free to help out with the summer camp bill.)Henchmen Season 1
Hack & Slash Compendium I: Covering theory, and 16 great 5th editionbackgrounds!
Hack & Slash Compendium II: The updated Treasure document, never have boring treasure again! Hack & Slash Compendium III: Covering classes and class design! Hack & Slash Compendium IV: A tome devoted to wizards and their nefarious shenanigans! The print versions are as cheap as I can make them for the next 24hours!
Hack & Slash Compendium I, Normally 7.99$, 3.99$ FOR TODAY ONLY! Hack & Slash Compendium II, Normally 8.99$, 4.50$ FOR TODAY ONLY! Hack & Slash Compendium III, Normally 8.99$, 4.50$ FOR TODAY ONLY! Hack & Slash Compendium IV, Normally 7.99$, 3.99$ FOR TODAY ONLY! I use all these books at the table during games. I used them last night while running Perdition online! Oh, This sale hasn't stopped my content creation. Here are the first 2 henchmen of Season 2, which focuses on demi-humans. You can check me out on stream today , if you'd like to hang out and talk about Dungeons and Dragons and the Debates while I work on Season 2! The high-def versions of the henchmen are over on the Patreon , along with all the above books (simply for being a patreon ). Patreons also have access to special editions of each compendium and henchman seasons with additional content.
Thanks everyone! We'll be back on Thursday with more great deals! See you then if I don't see you online! -------------------------HACK & SLASH
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ON A HELLISH SCAPE
This is an image of the city "Rustock" in the Perdition game I'm running online, in public, broadcasted on the internet . I'm playing with these amazing wonderful people. The charisma sometimes is too much! Come join us and the rest of the audience tonight, Tuesday, June 25th, at 5 PM CST, (-6 GMT) and watch me run Dungeons and Dragons! (note the lava flow andthe jets of fire!)
Today's mega-sale?
Perdition in .pdf for 3.99! (Normally 9.99$) Perdition in print (softcover) at a 40% discount. Normally 19.99, nowonly 11.99!!!
Perdition in print (hardcover) at a 40% discount. Normally 39.99, nowonly 23.99!!!
With art by noted artists Matthew Adams, Russ Nicholson, and many others, and writing by me and Arnold K. of Goblin Punch! Rules for the Infernal Conclave, Summoning and Binding Demons and Devils, and signing infernal contracts _that work _and make for fun at the table! See my organic design principles at work. Reward yourself with a beautiful book. Guys, it's great. A real labor of love. Check out the coolest thing you'll buy this year, and pick it up before it too goes off sale! Andcome watch us play!
The sale is still on till Friday! Everything on the DriveThroughRPG storefront is 10% off all week, Lots
of print products on Lulu are 25% off all weekand everything
in the Etsy Store is 10% off!
Some images from the book! -------------------------HACK & SLASH
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