• [boing boing] D&D's latest module, "Vecna: Eve of Ruin," and the trouble with high-level adventures

    From Kyonshi@gmkeros@gmail.com to rec.games.frp.dnd on Mon Jun 3 12:29:55 2024
    From Newsgroup: rec.games.frp.dnd

    Source: https://boingboing.net/2024/06/03/dds-latest-module-vecna-eve-of-ruin-and-the-trouble-with-high-level-adventures.html


    D&D's latest module, "Vecna: Eve of Ruin," and the trouble with
    high-level adventures
    Gareth Branwyn 3:00 am Mon Jun 3, 2024


    [references Youtube link: https://youtu.be/pJA2BBkb-2k]

    I have a confession to make. In all of my decades of playing RPGs, I've
    never taken a D&D character to higher than Level 6. And I haven't felt
    lacking for this. I've never had the opportunity to play enough, over
    enough time, to level up a character beyond that. And I've usually been playing with others who are either new to the game or casual players.
    I've never been in a D&D group that's lasted for more than a few months.

    Given this background, I've always felt a certain wistful distance in
    looking over books designed for higher level characters, like the new
    Vecna: Eve of Ruin ($55) from Wizards of the Coast. This 256-page
    hardbound module takes players Level 10-20 on a high-stakes adventure to
    stop Vecna's sinister plans to end the multiverse itself.

    Vecna has been a fixture in D&D lore since his introduction in the 1976 supplement Eldritch Wizardry. Over the years, he's evolved from a
    mythical figure into a fully fleshed-out antagonist, featuring
    prominently in various editions of D&D, and even making appearances in
    pop culture through shows like Stranger Things and Critical Role. Vecna:
    Eve of Ruin aims to cement his status as a super villain, akin to major adversaries in other fantasy IPs.

    I've always chalked up my ambivalence towards high-level adventure books
    as them being out of my reach rCo nice, but just not for me. But in this Dungeon Craft video, Professor Dungeon Master does a great job of
    identifying the troubles with high-level games and some of the ways they
    can miss the point of what good roleplaying is all about.

    High-level D&D is often seen as the pinnacle of the game, where
    characters wield god-like powers and face truly monstrous threats.
    However, Professor DM highlights several issues that can arise at this
    level of the game:

    Balance and complexity: High-level characters have powerful abilities
    that can disrupt game balance. Modules often need to impose
    restrictions, which can frustrate players who feel their characters are
    being unfairly nerfed.

    Railroading: High-level adventures often involve predefined quests that
    limit player agency. Scenarios where powerful NPCs dictate the plot can
    make players feel like they're being led by the nose rather than driving
    the story forward themselves.

    Pacing issues: Combat can become slow and cumbersome due to the need for
    more detailed calculations. Simplifying mechanics and using average
    damage values can help maintain a brisk pace.

    Villain interaction: A common criticism is the lack of direct
    interaction with high-level villains until the final encounter. More
    frequent engagements with the villain throughout the campaign can
    heighten emotional investment and narrative impact.

    One of the points made by Professor DM that resonated with me is the misconception that higher levels equate to more epic adventures. He
    argues that truly exciting and challenging narratives can emerge at any
    level of play, driven by personal stakes and character-driven plots. He recounts a memorable campaign he ran that illustrates this perfectly: a low-level adventure where the players' emotional investment was sparked
    by the death of a beloved NPC, leading the players off on a deeply
    satisfying and cathartic quest to vanquish their friend's killer.

    In the end, whether you're undertaking a high-level campaign or enjoying
    the thrills of more humble adventures, the essence of RPGs remains the
    same: creating compelling stories and forging unforgettable memories
    with your friends. Vecna: Eve of Ruin may offer the promise of
    reality-saving, high-level escapades, but as Professor Dungeon Master
    aptly points out, the true magic of roleplaying lies not in the level of
    your character, but in the depth of your shared experiences.
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Mon Jun 3 10:24:38 2024
    From Newsgroup: rec.games.frp.dnd

    On Mon, 3 Jun 2024 12:29:55 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    Source: >https://boingboing.net/2024/06/03/dds-latest-module-vecna-eve-of-ruin-and-the-trouble-with-high-level-adventures.html


    D&D's latest module, "Vecna: Eve of Ruin," and the trouble with
    high-level adventures
    Gareth Branwyn 3:00 am Mon Jun 3, 2024


    D&D isn't very good at high-level adventures. Mostly because it is
    extremely combat focused, and combat at higher-level really isn't much different than low-level. It's just grindier because all the monsters
    have higher hit-dice. Despite the hype, you really can't do much more
    than low-level characters. You're dangerous, but not godlike. Sure,
    you can cast 'earthquake', but it's still a very localized effect. You
    might damage a building but so could a fireball. Despite what D&D
    novels suggest, you aren't tearing up continents or razing populations
    at 20th level.

    And, sure, at 20th level you might have followers and influence, but a
    lot of that is dependent on campaign and DM. Your character isn't
    immediately promoted to god-emperor just because they've achieved 20th
    level. Plus, what are you supposed to DO with all that influence? A
    lot of time it just turns D&D into a strategy game (unsurprising,
    given D&D's wargaming roots).

    A lot of the charm and enjoyment in D&D, too, comes from the STRUGGLE.
    This is especially pertinent at the lower levels, where your
    characters have minimal hitpoints, skills, equipment and spells. Once
    you start taking that away, the game loses a lot of its challenge..
    and charm. You're either wiping out dozens of low-level monsters
    (yawn) or fighting critter that have been upscaled to match your level
    by ramping up their abilities to ungodly levels (equally yawn).

    (It's also why I feel old-school D&D is more fun than modern editions;
    the new stuff just gives you too many toys to play with, so you never
    really get that feeling of vulnerability)

    That's not to say you can't have fun high-level D&D games, but it
    often feels like a struggle; you're fighting against a system that
    just isn't designed to scale up that high. Other systems are better
    suited to those sorts of power levels (Exalted, for instance) but D&D?
    It's meant for low-level play.

    IMHO and YMMV, obvs.




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  • From lkh@lkh@sdf-eu.org to rec.games.frp.dnd on Tue Jun 4 05:51:14 2024
    From Newsgroup: rec.games.frp.dnd

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    On Mon, 3 Jun 2024 12:29:55 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    Source: >>https://boingboing.net/2024/06/03/dds-latest-module-vecna-eve-of-ruin-and-the-trouble-with-high-level-adventures.html


    D&D's latest module, "Vecna: Eve of Ruin," and the trouble with
    high-level adventures
    Gareth Branwyn 3:00 am Mon Jun 3, 2024


    That's not to say you can't have fun high-level D&D games, but it
    often feels like a struggle; you're fighting against a system that
    just isn't designed to scale up that high. Other systems are better
    suited to those sorts of power levels (Exalted, for instance) but D&D?
    It's meant for low-level play.

    let's put it like this: D&D in *dungeon crawling* mode doesn't scale
    up that well. *Hex crawl* mode does scale better I feel, and the
    *domain game* is literally made for high level play.

    To my mind *domain game* play, is much more free form than the more
    basic modes of play. It should generally be ruled by common sense and
    be driven by political scheming of experienced players. Little place
    for D&D's basic combat rules here.

    However, *that's* very hard to put in a module I guess, which could
    be the reason why a lot of high level modules so far are really
    bloated mid level modules.

    As to combat focusedness of D&D: yes it's chassis is a war game.
    And war gamey battles can take a lot of time. Why, when the game was
    conceived, playing out battles was the whole point of the game.

    I'd say long battles are a slog when they're boring battles. Which
    often happens when you're just rolling down hit points. Tactically
    interesting battles can be a lot of fun *if the group is so inclined*.

    I've seen large scale battles at my table that took up a whole sessions
    time, with everyone super enganged for those 4 hours.

    The problem I think is: when you're wary of lengthy battles, you tend
    to want to hold them short, which leads to skimping over the more
    involved (and tactically interesting) rules and options, thus
    leading to meaningless, boring combat. A self-fulfilling prophecy
    maybe?

    Let me point out again, I don't mean to say you're playing the game
    wrong, when your combats are boring. If you and your group don't
    like combat, maybe it's better to just roll percentiles to see who
    won and cut the whole thing short. That's fine too. But if you do
    like a tactical game on your table, don't skimp it, pull all the
    options and make it interesting!

    Coming back to the module (at last) ... Vecna trying to destroy
    the multiverse?! Damn it, I'm intrigued!

    Cheers,

    lkh
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Tue Jun 4 10:27:43 2024
    From Newsgroup: rec.games.frp.dnd

    On Tue, 4 Jun 2024 05:51:14 -0000 (UTC), lkh <lkh@sdf-eu.org> wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    On Mon, 3 Jun 2024 12:29:55 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    Source: >>>https://boingboing.net/2024/06/03/dds-latest-module-vecna-eve-of-ruin-and-the-trouble-with-high-level-adventures.html


    D&D's latest module, "Vecna: Eve of Ruin," and the trouble with >>>high-level adventures
    Gareth Branwyn 3:00 am Mon Jun 3, 2024


    That's not to say you can't have fun high-level D&D games, but it
    often feels like a struggle; you're fighting against a system that
    just isn't designed to scale up that high. Other systems are better
    suited to those sorts of power levels (Exalted, for instance) but D&D?
    It's meant for low-level play.

    let's put it like this: D&D in *dungeon crawling* mode doesn't scale
    up that well. *Hex crawl* mode does scale better I feel, and the
    *domain game* is literally made for high level play.

    To my mind *domain game* play, is much more free form than the more
    basic modes of play. It should generally be ruled by common sense and
    be driven by political scheming of experienced players. Little place
    for D&D's basic combat rules here.

    However, *that's* very hard to put in a module I guess, which could
    be the reason why a lot of high level modules so far are really
    bloated mid level modules.

    More, the entire system isn't well designed to scale up. In fact, it's purposefully designed to make high-level players feel weaker than they
    should. The "Earthquake" spell above is one example. "Wish" is
    another. You never really get to the point of being a world-shaker in
    D&D, because it's a game designed around squad-level combat. You CAN
    have high-level adventures... but that's DESPITE the system. The D&D
    rules neither encourage nor really assist the DM or players. It's
    designed to keep you dungeon-crawling, whether that's against kobolds
    at 1st level or a tarrasque at 20th.


    Let me point out again, I don't mean to say you're playing the game
    wrong, when your combats are boring. If you and your group don't
    like combat, maybe it's better to just roll percentiles to see who
    won and cut the whole thing short. That's fine too. But if you do
    like a tactical game on your table, don't skimp it, pull all the
    options and make it interesting!


    <chuckle> I never said our battles are boring. Just that the enjoyment
    doesn't scale up with level. It's pretty much the same but with
    flashier effects and more HP to grind down.



    Coming back to the module (at last) ... Vecna trying to destroy
    the multiverse?! Damn it, I'm intrigued!

    Meh. I'd be more excited about it if this wasn't old hat already. "Oh
    look, new edition! Let's have Vecna destroy the multiverse again!" Or
    if Vecna was actually an interesting character, for that matter. WoTC
    (and TSR before them) has been playing him up for decades, but he's
    such a one-note villain that the 'head of Vecna' gag is still the most interesting thing about him.




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