Having Fun at High Levels© 1999 by Steven W. Semler. All rights reserved. "Picture late spring in Voyreem, several months after the victory feast of Hartall. The apple trees are in full blossom and the Benaaflen River carries barges on their lazy journey northward to the sea. Sir Ignatius, High Priest of the Scarlet Legion, gazes out the window of his chamber and considers the latest news from the south. The Legion has begun its campaign to recapture the city of Brulhafen from the forces of the Lady Dragon. The message Ignatius received from the Commander requests his assistance in the siege of the city. Iggy's friends are already on their way to his castle to join him in preparation for the campaigning season." "Um, how about we just say that Iggy goes south with his followers, helps out the Legion, and we start new characters to adventure near Voyreem? I've kind of been working on a new concept for a cowardly wizard character," Pat said, interrupting the DM's adventure introduction. "What? New characters? What about Lady Dragon? You're a high priest now. Aren't you going to bring the wrath of God down on the evil army?" the DM asked in confusion. "Well, we worked on completing that quest for eight months of real time. Let's just give this group of characters a rest for a while." Other heads around the table nodded in agreement. The DM sensed his carefully planned campaign design slipping away. "But, I've got everything ready!" "We can always come back to it." Doug said, reaching a for a new character sheet. "Well, okay," the DM said reluctantly. "As long as we can run it later." They never did. It often seems that campaigns falter just when they should be building up momentum. Players whose characters reach higher levels retire them or just let them drift off into obscurity as they turn their attention to new characters. Once the new characters work their way up to double digit levels, they are retired as the cycle begins again. Low- and middle-level adventuring provides many hours of fun for the players and referees of most roleplaying games. High-level adventuring doesn't seem to have the same attraction. While some of the responsibility for this is properly placed on the shoulders of the gamemaster, the players actually have to take a bigger role if they are going to have fun at high levels. It's a Different Game While it many not be obvious at first glance, play at high levels is dramatically different from low- and mid-level adventuring in almost any roleplaying game. As Skip Williams notes in the DM's Option: High Level Campaigns book, what constitutes "high-level" differs from campaign to campaign. In general, however, the switch from mid- to high-level adventuring takes place when the characters reach a level of power, wealth, and mastery of their professions that places them beyond the vast majority of challenges that the campaign world could throw at them. Their combat skills, experience, and possessions (magical or technological) make it difficult for gamemasters to create the sort of encounter that the players worry about. They frequently have means to travel in power, speed, and style wherever they want to go, avoiding many encounters. The characters can even buy their way out of trouble with their accumulated wealth. In short, they are powerful enough that the kind of adventuring they have been doing up to this point can't offer them a challenge any more. This is also the level where characters may stop gaining significant new powers. This happens to the fighter and rogue classes in AD&D at 13th level, where the fighter gains the last additional attack and the rogue gains the last increase in backstab damage and both have long since received their last hit die. Spellcasters and other professions that can continually develop new powers have less difficulty, but face the same lack of challenge as their special powers increase. In skill-based games, characters' skill portfolios eventually fill out with exceptional abilities. When a skill rank of 6 virtually assures success, what's the real difference between rank 9 and rank 10? Often, the dangers become all-or-nothing in nature. Life or death depends upon a single saving throw, enemies' weapons and powers can deal instant destruction, and the stakes of the adventures themselves are high for the characters and their allies. The opposing monsters and villains have to be incredibly powerful to challenge the heroes. This level of threat and scope often gets overdone. Players tend to become fatigued with the game when every adventure has the fate of a nation or a world at stake. The complexity of the game often increases dramatically at high levels. When characters establish themselves as rulers or leaders, they have whole new sets of statistics to track. The adventure plots become more complex to take advantage of this type of political power. Many campaigns automatically involve the characters in politics as their fame increases. Strategy and bookkeeping takes on a greater role than heroic roleplaying. Often, this sort of complexity just isn't fun for the players; it isn't why they play the game. Interest drops off, as a result. Motivation is another problem at high levels. The player characters have accomplished their low-level goals of survival and improvement. They have mastered the mid-level goals of accumulating wealth, power, and position. What remains? Why should a character risk adventuring when he or she already has a very comfortable position, numerous possessions, a castle or similar home, and wealth and friends to last for the rest of his or her life? What is left for the hero to achieve? Taken together, these characteristics often make it much more attractive to start new characters and return to "the simple life" of the neophyte adventurer rather than to continue play at high levels. This is always a route players and gamemasters can take, but the rest of this article offers suggestions about how players can revitalize high-level adventuring and continue to enjoy the characters they have worked so long and hard to develop. Make it Your Game The best single piece of advice for players in high-level campaigns is to take more control over the game. At lower levels of play, it can be rewarding and fun to react to the events and adventure ideas the gamemaster develops. At higher levels, the players have to take more of an active role in setting the direction of the campaign and the development of their characters. The job of running a high-level campaign becomes too big for the gamemaster to do alone. There are too many possibilities and the gamemaster can't know which will be most appealing to the players. To maintain interest in their characters, the players also have to share their own ideas with the gamemaster. What kinds of adventures does the group want to pursue? Who are the big campaign villains that will keep the player characters engaged? What kinds of values or ideals will keep the players interested? What kind of rewards should the gamemaster be giving at this point? How should combat, roleplaying, and problem solving be balanced? How can the gamemaster help the players reach their long-term goals? Questions like these make good food for thought and discussion. The answers can help the gamemaster narrow down the range of possibilities to the ones that will keep the players enthusiastic about the campaign. Where do I go from Here? Player characters drive any roleplaying campaign, especially at high levels. What does your character do when he or she no longer needs to go adventuring? This is the perfect time to set long-term goals! Now that your character has a stable base of power and influence, he or she can really make a mark on the game world. Ask yourself these questions, from the character's perspective:
The answers to these questions can help you decide what you want your character to accomplish, beyond the accumulation of wealth, power, and fame. The goal you set should be one that will take your character quite a while to accomplish. If it is dangerous, or you cannot be certain of success, that is even better. In order for the goal to be worthwhile, the character must have something at risk. One special note about goals and your preferred style of play: If you don't like politics, bookkeeping, or strategic conflict, do not allow your character to get involved in positions of rulership or leadership. If you want to roleplay a leader, you will have to be willing to take on the administrative burden that goes along with the job. It isn't fair to your gamemaster to set up your own domain, guild, or fleet and then expect to avoid any threats to your newly created empire. It is unrealistic and unbelievable from a campaign perspective. Leadership of an organization gives you power, and with the power comes the responsibilities. Too many campaigns bog down when players characters acquire leadership responsibilities that aren't fun for their players. If your own personal style of play is to be a roaming hero, do yourself and the campaign a favor and refuse lands, titles, and followers that will tie your character to burdensome responsibilities. So what if you have already gotten into a situation that isn't fun to play? If your character has acquired a lot of powerful possessions that make the game too easy, or is headed in a direction that you want to avoid, you may want to work with your gamemaster to plan a major personal setback. Although it may seem to go against the spirit of the game, planning your own setback is an important way that you can take more control of the game as a player. If you have become burdened with rulership of a domain, and this has turned out to be less fun than you expected, think of a couple of ways that your character could be relieved of that responsibility. Personal setbacks happen all the time in novels and television series. They can re-energize the story line by giving the hero a new goal to shoot for, or a new freedom to explore. This may also be a way for you and the gamemaster to strip away many items of lesser power in order to present a later opportunity to gain a major item of power that fits better with your character conception and goals. Work with your gamemaster (and possibly the other players) to come up with a few suggestions about how to bring about your setback. After some discussion off-line, Pat and his DM came up with a new long-term goal and a personal setback to revitalize Pat's character, Sir Ignatius. "Ignatius sends his regrets to the Commander of the Legion in a note that explains a vision he had," Pat begins. "In this vision, the way the Scarlet Legion went crusading to conquer foes by the sword was a path set by the forces of Chaos. Iggy has determined that he must follow his vision to create a new form of worship." "You realize that you will be cast out of the church as a heretic?" the DM asks. "Yes. Iggy is willing to make that sacrifice. He breaks the news to his followers in an inspirational sermon, stripping off his armor and casting aside his sword to emphasize his point about peace being greater than war." "There is a moment of silence. Your followers are taken aback. A few storm out of the church. Others flock closer to ask about your vision. Some plead with you not to turn your back on the Legion." The DM turns to the other players. "How are you guys going to take this?" "Well, he's got to do what God tells him to do," says Gretchen, playing Uta the Barbarian. "If he doesn't, then the animals will run away and he won't find good hunting! This would be bad! He might even have to (shudder) move into town! I will help him." The other players, Doug and Even, concur. "And so it comes to pass that Sir Ignatius renounces his title and duties as a fighting priest of the Scarlet Legion. He abandons his castle and many of his possessions to the Legion's retainers. While many of his more militant followers leave to join other Legion outposts, common folk flock to hear him speak wherever he goes. His friends accompany him on a quest to halt the border war between Smeisserand and Tarnia," intones the DM. Expand roleplaying At higher levels, it usually takes longer to gain additional skills and powers. Take advantage of this opportunity to focus more of your effort on roleplaying and less on advancement. Use your long-term goal as a focus. Seek out the people in the campaign world that you have not had the chance to meet. There are many NPCs who might be able to provide information or assistance to help you reach your goal. As you encounter more of the non-player characters of your world, think about how your character's personality might change and grow with the realization of how much people look up to him or her. By the time your character ventures into high-level play, he or she has already developed a network of NPC allies and friends. With a long-term goal in mind, you may find it useful to expand this network. You might use some of your wealth to support novice adventurers or causes that you find important. If public opinion is important to you, you can do things to sway it to your favor. You may take advantage of the opportunity to undertake minor adventures that have little reward or challenge if they further your goals. At high levels, driving out a band of local bandits might be a trivial exercise for your party. If it would solidify the friendship of the mayor of a town you find important, however, it may end up being a good adventure. The paltry treasure and experience that the bandits offer would mean little in comparison to the roleplaying reward of the mayor's good will. Remember that your character is going to be well-known by the time he or she reaches the higher levels. Consider what sort of reputation you want your character to have, and use it to deepen your roleplaying. If you want to portray a mysterious wizard, then act in ways that reinforce that impression among the townspeople and other NPCs you encounter. If you want to play the bold knight, play that role in encounter situations. Take adventures that give you opportunities to build and maintain the kind of reputation that you would like to have. This can give your character more "life" and help you leave a legacy that the denizens of the campaign world will remember as strongly as you and your gaming group do. Take on new challenges Part of the fun of roleplaying games is the opportunity to do what has never been done. At high levels, this becomes a real possibility. Not only can you perform amazing feats because of the fantasy or science fiction game rules, but you can even do things that no one else in your campaign world has ever done before! Now that you've reached a special level of power, you can contemplate undertaking the great quests or missions that change your game world forever. If you want to build a skycastle and set up jousting tournaments with other skycastles, that may be a possibility. If you want to establish a black market network that spans all fifty star systems in your sci-fi campaign, work out a plan with your gamemaster and fellow players. Depending upon your power relative to others in your campaign, you may even be able to (eventually, over a long time) create an artifact of power! These great deeds are the methods that high-level characters use to achieve their long-term goals. In the course of such quests, you can take advantage of the opportunity to explore uncharted elements of your campaign world. Some of these elements might be geographical, representing lands and civilizations beyond the edge of your present maps. Others might be conceptual, like certain obscure schools of magic and philosophy. Others might be social, like how you can rally the people of a neutral country to the aid of a nearby nation imperiled by an advancing evil. In many cases, you can work with your gamemaster to suggest or flesh out these campaign features. Through your interest and ideas, your gamemaster can make the campaign world even richer with detail. Depending upon your interests and game system, you may take on the challenge of developing a new style of fighting, school or tradition of magic, or institution of technical or artistic learning. A warrior may experiment with different fighting styles, creating new techniques to pass on to others. Each technique should have a minor game effect and a great deal of flavor description and rationale. A rogue might develop new tools, techniques, or blends of skills to create a new skill package or kit. A wizard might research a new specialty school and spells. A priest might develop a new understanding of his or her faith or a new form of worship. Over time, the character will probably become well-known and respected (or feared) for the new methods he or she has created. The game world is enriched by these never-seen-before creations and the character's legacy is assured. Happily Ever After? Eventually, your characters will accomplish their long-term goals, changing the shape of the campaign along the way. Their deeds will become part of the history and legend of the campaign world, told to new characters, and players, as well. The after-effects of your play at high levels may form the basis of the adventures of many other characters to follow. Having finally accomplished all that you set out to do, your group can retire their characters and generate new characters to follow in their footsteps. Or, perhaps, after this grand adventure is done you can start to work on a sequel. "Jann plays a special tune for the townspeople gathered at the inn, commemorating Iggy's journey to the mountain to stop the great Earth Drake from burying Griffon Peak with an avalanche," says Doug, making the strumming motions that signal his attempt to sway reactions. "Outside in the barn, I finish tending the wounds of the Smeisserander soldiers who we captured after they ambushed us in the pass. When they wake, my mountain lion, Cat, will be watching them," Gretchen added for Uta. "Okay, what about Iggy and Schnyder?" asks the DM. "I surreptitiously cast my Schnyder's Shifting Shadows spell as I listen to Jann do his thing. I slide over to the corner table unobserved and put my back against the wall. My henchmen remove anyone who's already in the corner spot. Then they take positions beside me and look dangerous before I release the spell," Even offers, playing up his favorite "unpredictable and dangerous wizard" role. "Iggy waits until Jann has warmed up the crowd, and then begins an inspirational speech about fellowship and peace, ignoring Schnyder's sudden appearance. I roll the speech over into a sermon, trying to use our peaceful defeat of the Smeisseranders to convert these people to my side. Griffon Peak is the capital. If I can gain enough converts here, I will have pretty much solidified Tarnia under my banner." "The people have heard of you and your quest to resolve the differences that have led Tarnia and Smeisserand to the brink of war," the DM says, rolling for success. "A man in a cloak steps forward from behind the crowd. He pushes back the hood, revealing a golden circlet and piercing green eyes." "King Killian!" Gretchen exclaims. "Right. He speaks to Iggy, 'Brother Ignatius! You have called on my people to turn from the path of war. You have wandered my land telling the people of your visions and bidding them to try your ways of self defense. I did not believe you, or your strange faith. But now, seeing the evidence of your deeds, I must trust in your words. We stand much to lose if Smeisserand invades, but you have convinced me that we do not need to go to war to assure our safety. I pledge to you that Tarnia is behind you and will follow your guidance in matters spiritual. I pledge this as your king!' General applause ensues." "Okay, now I stand and release the message from the Smeisserander Court I recorded yesterday in Katraal!" Even says. "Schnyder stands up, releasing a mote of light that floats to the center of the inn's common room," says the DM. "A miniature scene unfolds in the air between Iggy and the king. It is the royal throne room of Smeisserand, with the Court in High Session. Schnyder stands at the center of the room as King Wulfram addresses him. 'Master Schnyder, We have decided that the assurances of your friend, Brother Ignatius, are satisfactory. We will withdraw our forces from the Tarnian border on one condition. Tarnia must make the first move to cease its preparations for war! When we have reliable word that this has happened, we will sign the peace treaty. If Brother Ignatius is successful in his work, we shall have lasting peace between our nations for generations!'" "It's the true speech," gloats Even. "I got him caught in an Oath of Truth dweomer!" "Well! I bow to King Killian and await his decision," says Pat, happily crossing his fingers. "The king takes in the sight of the townspeople hopefully waiting on his command, and smiles. 'Brother Ignatius, you have my word that we shall cease our preparations for war as of this minute! Thank you, and God bless you and your friends!' And with the Smeisserander soldiers healed and dispatched back to Katraal in the morning, Tarnia and Katraal begin a great new era of peace. Each of you is accorded the highest honors in both countries and the people shower you with gifts and praise. Even Schnyder! And you all live happily ever after."
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