So what makes a good high level campaign anyway?


Advice


I have seen many threads out there with advice on high level games that mention that at this level it is not about what you can kill but how you can change the world.

I know from experience that a dungeon does not work at high levels. The PCs have to many ways to simply jump to the BBEG. Is there a way to fix this? Is an example published anywhere?

The rules of the game are primarily about combat. What kind of combats are actually fun at high levels? What expectations does the GM need to bring to the table? What expectations do the PCs?

What kind of story is worth telling when 9th level spells are the norm?
BBEG threatens the entire world: PCs use divination find him and kill him. This is boring. What kind of campaign actually requires the PCs to go through it instead of simply around it. At this level if the the encounter or arc is not mandatory then the PCs will find bypass it. This means the attritional nature of low level games does not really work.
Is there a published adventure that deals well with this. I am mainly asking because I have run several APs now and for some reason I still find big dungeons in books 5 and 6. Whole swaths of them are wasted, the PCs have goal and exploring every room actually makes that harder.

This assumes some rationally house rules that prevent infinite wealth and limit beings under your control to the point where the PCs are still the most important things on the board and can not simply point and army Solars at it.

I ask all of this because my players would like to play with the high level tool box but it is to easy for them to simply stomp the plot and go home. If instead the build then can easily build the best X anywhere in the setting.


Well, to a large degree it depends on party capabilities. If your group doesn't have divinations (which is actually very possible as 6th level casters get more and more attention), then hey-- they still have to find the BBEG the old fashioned way.

If they do, and you really want a dungeon, there are ways to lock a location down so they still have to attack it frontally. It's tricky though.

More realistically I start likening it to a game of chess.

BBEG threatens the world. PCs use divination to find him, but he used divination to see them coming and teleported away, possibly with a nasty surprise. The game becomes one of "I know you know I know" and finding out where the one place is that he absolutely has to be and hitting him there-- which is probably at the apex of his plan, with all of his minions, and a really good setting for a boss fight.

Encounters that aren't combat based. Yes, the king who's trying to use political machinations to steal their lands is ultimately a non-threat to them personally, and yes they could slaughter him and his without any real trouble, but if they do that then they're into a giant political mess-- a mess that could attract attention of those they can't just wipe off the map.

Encounters with gods and similar beings. Ultimately a subset of the above: gods lack stats for a reason. They're immortal, immutable, and in a direct encounter, unstoppable. The PCs may have to steal from them, foil their plans, kill their minions, and ultimately make life suck to be Asmodeus-- but they can't do that head-on, because if Asmodeus decides they're worth smiting personally, they're dead. Period.

Grand Lodge

Well, a couple thoughts.

Divination -> Save or Die spell
Teams of BBEGs help here. If one of them falls suddenly, the others can activate their defenses and try to trace the magic back to it's origin.

Another option is very strong saves, or divination blocking techniques.

Divination -> Teleport to end boss.
Well, not much I can offer here. The only late game/end game boss I have ever used is Cthullu, which I gave an aura that made it a really bad idea to teleport around or expanded it to include his domain, I forget which now.

Bypassing Encounters
Well, if the PC sneak past the guards at the gate, there is a strong chance they will still fight them in the BBEG room as he calls on all his minions to come defend him.

Keep in mind things like SR and strong saves to help counter 9th level spells. Also, CR 20 creatures often have high level spells of their own. Turn around is fair play.


That makes sense.

I wish there was system to simulate 2 groups using divination on each other. At 17th level, if a caster does not want to fight then it is unlikely that you can force him to do so. A good way to make the BBEG want to fight is the ruination of his plans if he does not defend them.

You can always go into the BBEG's base but that is often a really bad idea. At this level I am going to be in a demiplane so filled with traps and minions that even a 20th level party will simply die. of coarse the PCs likely have similar fall back meaning that they can only engage each other in the world somewhere.

Still how do write a campaign with those assumptions that is actually fun.

I can write an encounter string that is fun even at these levels but I am not sure how to turn 1-3 good encounters into a campaign.

And I know to never ever have have the BBEG be alone.

Sovereign Court

I've always thought an overarching theme of Things Way Beyond Normal Human Abilities was a good way to run a high level campaign. One of my favorite RPGs was Neverwinter Nights: Mask of the Betrayer, where you actually end up being "infected" by the spirit of a man who challenged the gods; there's lots of planer travel and you end up being agents or enemies of the gods themselves.

What will make things memorable aren't the combat encounters, but what the characters choose to do with their power. As Kestral287 said, the wrong choices can mean a deity shows up and squishes them like a bug.

Some good seeds for a high level campaign:

* Evil god is using demons and devils to cause suffering and despair to gain more power
* A disease that can affect the divine is running rampant among lesser deities
* The fabric of the afterlife is being changed an no one knows why
* The hive mind of some uber race has found a permanent portal to your world
* A well-meaning lesser deity has found a way to destroy negative energy. Sounds ok, but things begin to get out of control and chaotic
* A god of war is tired of peace and decides to poke various leaders into action
* A wizard from ages past has arrived from a plane where time doesn't flow to discover his tower demolished and archives looted. He's mad, but does he have the right culprits or is he going after innocent people?


Mathius wrote:
Still how do write a campaign with those assumptions that is actually fun.

Your campaign is "this is the BBEG, this is how he thinks, this is what his resources are, this is what he'll do if left unhindered". Repeated for each bad guy.

PCs are just too big in the campaign world for anything else. The old adage is that villains act, heroes react, but your heroes can react so quickly and have so many options to react that trying to assume what they'll do is doomed to failure.

As for how you turn the above into a campaign... that really comes down on how good you are at worldbuilding and at making BBEGs come to life.

The alternative is to reverse the adage. Give the heroes a mission to destroy Hell, or something equally ridiculously big. Let them figure out just how to do that while you figure out how the denizens of Hell would react to such a thing.


Mathius wrote:

I have seen many threads out there with advice on high level games that mention that at this level it is not about what you can kill but how you can change the world.

I know from experience that a dungeon does not work at high levels.

How are you defining "dungeon"?

If you're referring to a hole in the ground filled with rocks and a few humanoids and oozes, yeah, probably not.
If you're referring to any self-contained environment closed off to most of the outside world with its own possibe ecology and social hierachies, well maybe they do work. Gallowspire should be pretty difficult even for "high level" characters and is a "dungeon" by that definition. Likewise the Siege Tower of Nex outside of Absalom could be considered a "dungeon", even though it's likely about eight or nine dozen stacked demi planes.

Mathius wrote:
The PCs have to many ways to simply jump to the BBEG. Is there a way to fix this? Is an example published anywhere?

Yes, quite a few actually.

Mathius wrote:
The rules of the game are primarily about combat. What kind of combats are actually fun at high levels?

Those that the players are invested in, threatened by, or otherwise find interesting. Much like the lower levels of the game, but with more possible threats that don't end up wiping the floor with the PCs.

Mathius wrote:
What expectations does the GM need to bring to the table? What expectations do the PCs?

That the game doesn't play like 1st & 3rd level anymore. Similar evolutions in play style occur at 3rd (look, a single [un?]lucky crit may not kill me!), 5th (look, we can fly!), 9th (look, we can teleport!), 11th (look, I can finally start having some of the things I built my character for!), etc.

Mathius wrote:
What kind of story is worth telling when 9th level spells are the norm?

Um, high level ones? ... PCs are probably not very worried about random bandits mugging them on their picnic, to be sure...

Mathius wrote:
BBEG threatens the entire world: PCs use divination find him and kill him. This is boring.

True. Unfortunate you used the tactics of a 5th level BBEG for a world threatening plotline. I sort of feel bad for the BBEG and wonder how he survived his (probably far more evil than the PCs) rivals that long if he was that easy to find and kill.

Mathius wrote:
What kind of campaign actually requires the PCs to go through it instead of simply around it.

A 1st through 3rd level one? ... seriously, high level adventurers can general bypass the "oh no's a hole in the ground, how do we get over/around it?!" types of challenges. That's part of the fun of BEING high level.

Mathius wrote:
At this level if the the encounter or arc is not mandatory then the PCs will find bypass it. This means the attritional nature of low level games does not really work.

True, that's why it's HIGH level. Much like you are probably not going to rely on swarms of 1/3 CR Orcs with Great Axes to put the fear of crits in them, you do need to step up your game a bit with how you design encounters when you start writing / running higher level content. Fortunately, you should have about 19 levels to run your PCs through before you get to 20th for practice :)

Mathius wrote:
Is there a published adventure that deals well with this. I am mainly asking because I have run several APs now and for some reason I still find big dungeons in books 5 and 6. Whole swaths of them are wasted, the PCs have goal and exploring every room actually makes that harder.

There are a few high level mods that have good premises, but not really. The problem is primarily that of page count, from what I understand. The more complex and higher-CR the encounter, the more text it requires. When a GM isn't familiar with higher-level tactics putting things like a scroll of witness and greater spell immunity in the stat block doesn't help if the GM doesn't know to use those things together. Explaining tactics and contingencies can take even more word count than the actual statblocks themselves. All of that said, Tomb of the Iron Medusa is pretty good :)

Mathius wrote:
This assumes some rationally house rules that prevent infinite wealth and limit beings under your control to the point where the PCs are still the most important things on the board and can not simply point and army Solars at it.

Seems reasonable. Another thing to consider for higher level games is that you can get to the "why" of things a lot more reasonably than you can at lower levels. Pulling back the curtain on the metaphysics and possibly secret politics of the movers and shakers of your world(s). Maybe the PCs can discover why there's not been a shadowpocolypse or why snow-cone-wish-machines aren't used by every other caster in the history of the world.

Mathius wrote:
I ask all of this because my players would like to play with the high level tool box but it is to easy for them to simply stomp the plot and go home. If instead the build then can easily build the best X anywhere in the setting.

It's something you have to work up to most of the time. If you start players at 15+ with no experience at that level, both you and they are less invested in the characters and the campaign than if it's grown organically over time. If it's been grown over time, you should have no end of loose ends, "but why did <x> happen?", etc. to flesh out your higher level games. Frankly, I normally have the problem of narrowing the scope rather than expanding it at higher levels. High level games are not very railroad friendly and the sandbox is more like the Sahara.

-TimD


I guess this could be my issue then. I have never actually played in a well done high level game. I mostly GM and we start from 1. I can keep that style of play going strong until 10th level. With proper precautions and proper architecture I can at least force the PCs to spend significant resources to bypass encounters. When 6th level spells come on line the amount work required to make the prep dungeon is no longer worth the amount of time at the table they will take up.

I have mastered the fine art of low level play and am having trouble adapting to the needed mindset of high level play.

Tim is correct about the tactics errors that I have made when attempting a world threatening plot line. To be fair I think most mods do this as well.

I might even be able to come up with a group that does something the PCs do not like and this leads to an interesting set PC prep and then an encounter or 2. At lower levels this same thing takes many more encounters and we call that an arc. I am not sure how to turn a sequence or BBEGs into an arc or campaign.

Will look at the suggested mod.


I find a relatively large # of folks haven't played in good higher level games / campaigns. Combination of factors, but mostly it's about time - it takes awhile to get PCs to high levels and by the time you do, odds are real life will do horrible things to mess up your gaming group. Just jumping in at high levels rarely makes for a good game either, barring some EXTENSIVE work on the part of the GM or an assistant GM type of person.

So 3 quick tips for running high level campaigns ESPECIALLY if you've never done one before:

1. Make sure before you begin, or just after you start, that you know how long the campaign is supposed to go and plan appropriately.

2. Make sure before you begin, or just after you start that your players understand how long you intend the campaign to go so that they can plan appropriately (and so everyone is on the same page).

3. As much as you can, if you are going to be running high level campaigns, start laying the ground work EARLY. This will make the player investment soooooo much easier down the road and cut down on the villain of the week factor a bit.

Here is some advice I once gave about plotting an extended higher level campaign. Even if you don't want your campaign to have anything to do with demons, you may find it helpful for plotting / planning purpose.

-TimD


I have been in and run some fun mid to high level games. I have never gotten above 15th level however.

I think most of the successful ones are the ones that have things figured out from the top down. I generally start with those with the most power, deities. If there are none in the setting I start with the heads of polities and religions. Figuring out what would be happening if the PC's didn't exist is key here. Flexibility is also key, as sometimes the best thing you can do is change something and then make sure the continuity holds. Writers usually write multiple drafts, GM's can benefit from the same process.


Solid advice here.

Start with the end-session villain and work your way down the chain.

Once you have your end-session foe(s), you have one or more themes, critter types and preferred methods of madness that trickle down the 'level ladder' to your starting point.

Then you fill in the cracks, file off the flash and slather on the flavor text.

High level play is a LOT of work. The reason so many high level 'modules'/AP chapters go to great lengths to seemingly shaft high level 'scry-n-fry' is simple: the developers don't want the villains to get cheap-shotted, writing to account for them takes up far more page count than it's worth and I've yet to see the bad guys in print deploy the same tactics against the PCs. A great many of them could and should. Some do not do so from arrogance. Most have other activities on their agendas that make wiping out those annoying heroes that disintegrated half of the outpost used by [insert nefarious plot device here] a task assigned to minions.

S1:
The nastiest measures I recall to thwart something analogous to 'scry-n-fry' was the original Tomb of Horrors. IIRC, dozens and dozens of superlatively nasty fiends were bound into the transitive planes about the Tomb, eager to do horribly nasty things to nosy astral, ethereal, shadowy, et al creatures. Sure, characters could attempt to slip into the main loot chamber on the sly ... but they'd be highly unlikely to survive the attempt due to getting swarmed by troops of upper-tier fiends. Adding insult to injury was, going on memory, having mixed gorgon's blood into the mortar of the entire Tomb, thwarting transitive intrusion into the tomb without walking in through the entrance. In Pathfinder terms, I shudder to think of the horrors that would befall intruders with an analogously updated 'transitive defense system'.


Nice campaign outline.

I guess a big part of good high level game is preparing for it from the word go.

Mechanically how would keep those you interested in scryed on regularly? You need greater scrying and seams that that would cost a pretty penny to use regularly. I guess that commune could tell you the best time to look in on someone.

The other thing I would want to avoid it the mad dash to high level. It seams many APs take place in under 3 months of game time. How did you gain that much power that fast?

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