[NAP] Rating High Level Adventures

With the deadline a mere day away and my inbox steadily filling up, I figured it would be worthwhile to go over my method of judging adventures for high level oldschool D&D and re-iterate some of the peculiarities of writing for this bandwidth. I believe I have done so before. Part of this exercise should be treated as exploratory: high-level play was a rarity even in the glory days of the hobby and has only dwindled as time has went on. I hope to learn as well as teach. Part of that preparation has been to run High level D&D for the better part of the year, as well as study both well known and obscure entries.

The mystery judge stands revealed: This year it is myself, the terrible Prince of Nothing.

What is High Level D&D?
For the purpose of NAP, high level D&D is D&D for adventures of level 9 and above, although participants may submit adventures of as low as level 7. There is no precise cut-off point for high level D&D, and what exactly constitutes high level play is going to vary by edition or personal interpretation. 9+ seems reasonable for OD&D and AD&D, while BECMI, with its comparatively weaker characters, might not truly be considered high level until the C series. The point is to differentiate it from the trinkle of adventures for levels 1-3, and even 4-6 (mid-level) that are the current norm in the OSR. At high level, characters possess considerable wealth, a possible stronghold, a loadout of magic items and numerous powerful abilities. They can expect to face the most powerful monsters in the monster manual, command armies, travel beyond the planes, encounter artifacts and might even deal with godlings and demon princes.

What differentiates High Level play from normal level play?

At the higher levels, the difference is not only one of hit points, damage output and low saving throws. High level play can be challenging to design for because of:
* Divination: High level characters can obtain information in ways that lower level characters can only dream of. Contact Outer Plane and Commune allow information to be plucked from the heavens. Scrying allows the party to locate and spy on their enemies with as little as a vague description or a name. Wizard Eye and Clairvoyance allows the party to scout ahead and avoid nasty ambushes. Find the path and locate object allows characters to discern the shortest route to an objective.
* Mobility: The GM has less control of the topology of the battlefield at higher levels. Characters can fly, levitate, air walk, spider-climb, and even pass through walls. Dimension Door and Teleport (although not risk free), allow characters unheard of mobility, and to retreat in and out of the dungeon at a moment’s notice. Obstacles and choke-points that would defeat even the most formidable parties can often be bypassed, circumvented or deflected.
* Endurance and Counter-measures: At very low levels, even a single unlucky sword blow from an Orc can mean a character is rendered hors de combat. A myriad of conditions such as curses, diseases, poison, level drain, petrification and paralysis exist to render the character temporarily or permanently disabled, often forcing a hasty retreat. At high level, the cleric has at his disposal potential cures and possible countermeasures against nearly all these forms of attack. Coupled with considerable amounts of healing, wands, potions and items such as the ring of regeneration, this enables high level characters to take for more punishment before they are forced to rest and recuperate. While the cleric is alive, raise dead means even death is of relatively low impact.
* Auxilliaries: Given enough time, characters can hire mercenaries, retainers, summon outsiders, raise the dead, make golems, fashion simulacra, conjure elementals and otherwise increase the number of combatants at their own disposal. Although such efforts are often not without risk, serious expenditure of time or monetary resources, a patient and sufficiently powerful party can wear down static defences by the use of such expendable combatants with relatively little risk to themselves.

The peculiarities of seperate systems multiply as levels increase, leading to significantly different forms of play at the high level bandwidth. Hopefully my playtime with AD&D, the most complex form of the three forms of oldschool D&D, will allow me at least somewhat comprehend by subtraction the playstyles of the other two.

Criteria for Exceptional Heroism
Besides my usual standards for rating adventures, and adherence to the contest parameters and stipulations, I will be looking at how well the adventures can deal with the increased capabilities of their intended players. For this particular NAP this comes down to three particular qualities:

* The degree to which the adventure has embraced the possibilities, wonder, potential and spirit of high level oldschool D&D
* The degree to which it has taken the aforementioned capabilities into account in that its challenge is not easily defused or rendered trivial by their deployment
* The degree to which the adventure has solved this problem by requiring their use, rather then blunting or diffusing their potency

As mentioned before, it is more satisfying to create hazards or obstacles that motivate one to utilize one’s exceptional powers, as opposed to forcing the scenario into a mould where the players must behave like unusually tough low level characters. This is not absolute: some degree of protection, immunity or nullification is expected and even desirable. One has no right to complain if one cannot Sleep spell his way through a low level dungeon, or use Turn Undead on a randomly encountered band of orcs.

One more day remains. Good luck gentlemen. The day of No Artpunk dawns once more.


26 thoughts on “[NAP] Rating High Level Adventures

  1. >>>The degree to which the adventure has solved this problem by requiring their use, rather then blunting or diffusing their potency

    As an old Soviet adage says, “An automobile is not a luxury but a means of conveyance”. I’ve tried to build my dungeon around exactly this philosophy.

    Check your mail for my submission, your spam filter is merciless. 🙏🙏🙏

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  2. Well, it seems like I’m about to fail to make the deadline. 10 hours of so called final details and…no, it’s definitely not ready. 46 pages was probably a bit much – the thing just exploded/kept multiplying somehow. I’m going to slog on until it ‘s DEFINTELY impossible…but…yeah, gutted.

    Still, I’m proud of what this competition drew out of me, even just in terms of writing something meaty for the use of others. I can’t speak for its quality. Every free moment has been devoted to completing it butin the end…it wasn’t enough! How did this happen? Reeling!

    Well done everybody and I guess I’ll send this to you at some point. Still struggling to wrap my head around this monumental failure.

    MOTHERFUCKER.

    X

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  3. No entry from me this year. I thought a couple weeks ago about trying to white-knuckle something out, but never got around to it (and also didn’t want to submit something obviously half-assed and unplaytested). I do have a couple scenario outlines I came up with that I think are pretty good and maybe someday will still write, but not in the next 8 hours.

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    1. I’m in the same boat: I got most of mine designed, but ran out of time to write it up electronically, since I’m sans PC since September. I’ve been able to use my son’s while he’s at school, but that wasn’t sufficient time to wrapped it all up by month-end.

      I will also finally share my expansion to the Appendix C NPC/PC generation tables, too.

      Allan.

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  4. Well,…I’m still not done yet. A dozen NPC stat write ups and some final treasure placement. I don’t think I could have handed it in where it was an hour ago— and it’s still non functional out of the box.

    Managed some play testing, but looking on the bright side, it could use another session of that.

    In conclusion, failure is OK…well, It has to be. A humbling, but genuinely valuable experience all in all.

    I’ll still send it when I’m finished, otherwise I think that would genuinely be a colossally grim conclusion. Happy to be a disqualified entry.

    Fight On.

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  5. Got mine in with a time stamp of 16:23 PST (about 30 minutes before midnight, Netherlands time). Would have taken it down to the last minute, but had to take the daughter to soccer practice cross-town tonight. *sigh*

    40 pages + maps…damn near as long as my (published) books. Probably *would be* if it included illustrations. The wife was like “you’re doing this for FREE?” Incredulous. Ah, well. Prince is asking folks to step up to the plate.

    Did not have a chance to test the thing, but will try to get in a run in the next couple weeks. Kids’ soccer is about to go into hibernation mode for the winter, so weekends should be SOMEwhat free.

    This was fun but…doing it in 30 days? Grueling. If I hadn’t been so invested in Cauldron (and dealing with all the personal shit this year…)…yeah, it could have been a smoother project. But, still: fun. Glad I was able to take part.

    Challenges push us, cause discomfort…but they also force us to grow, develop, evolve. Man, though, I need a drink. Or three. And a twelve hour nap. Yeah, that sounds good.
    ; )

    Liked by 1 person

      1. Ha! Pun VERY much unintended.

        Sadly, after crashing for some 3ish hours, might body has determined it is enough, and I am once again awake in the middle of the night local time. *sigh*

        Will now search for my headphones (wife took ’em…again!) and look for a suitably boring podcast to lull me into slumber. MY day is supposed to begin again in five hours….

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    1. I mean, nothing prevents you from touching it up and publishing at a later date. Your energy and efforts continue to astound.

      The final tally is at 19. Mr. Alexander submitted his entry at 23:23 Alaska standard time before collapsing into a coma and thus has avoided the humiliation of disqualification. It is, like many of its companions, a product of herculean labor, and well deserves the light of day.

      A vertiable armada at my disposal, a fleet of dreadnoughts, thick, fearsome, their energies barely contained within the 50 page limit.

      Now let us sail out, and go beyond the sight of familiar shores, to lay waste and despoil the vast unknown!

      NO ARTPVNK.

      Liked by 2 people

      1. As an amateur numerologist, I can safely affirm that 19 is a very auspicious number, O Prince…very auspicious indeed.

        I do not envy you YOUR Herculean task of reviewing these behemoths…what is it, something like 800 pages of adventure? Hopefully you have many long train rides in the coming weeks (and a good supply of eye drops)!
        ; )

        Looking forward to the reviews. Cheers!

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      2. Wait, page limit was 50? I have no idea why I had 36 mentally pegged. Could have done the whole 1-14 dungeon in 50. The full campaign publication is with the 184 keyed hexes will only weigh in at around 90.

        G1 was eight pages, let’s try for density next time.

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  6. It does seem like an unbelievably massive task. But arguably, the word ‘momentous’ is more appropriate. The fact is, 19 new *high level adventures*, changes the landscape of D&D, so perceptible is the dearth of adventure in that level zone.

    I will say that I MIGHT have changed my mind on AD&D. Really enjoyed the play tests — especially segments! Coming from a 2e origin, there was so much to learn and re-appreciate.
    I played a couple of massive Dark Sun campaigns, which looking at its emphasis on deadlines and character stables , was perhaps the first conscious effort towards lookung backwards for inspiration. I wish teenage me, had run it with the knowledge I’ve been expert l exposed to now. Anyway…

    The whole experience was humbling – repeatedly so.

    I share your pain-Jonathan now I have to attend to admin.

    Nick

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  7. Really glad polish is allowed after submission. A day after I submitted, I realized I forgot to put the heavy lances+2 in the summary statblocks! I too would have polished up to the deadline but exam season comes a-calling. I hope to get some playtesting in come January.

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    1. Honestly, tell me about it! Several wee bits remained written purely in my head…I neglected to commit them to paper. Plus all kinds of comical sentence structures.

      I was astonished by how much effort this took compared to how I’d normally do it (eg. Writing for others, compared to writing for one’s own needs).

      Nick

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      1. Writing is rewriting. I just came back to do revisions yesterday and was aghast at some of the sentences. For any good revision, you need a week or two to do anything else, only then can you see the old mistakes. Also part of why adventures written on an AP basis and similarly fast rhythms suffer so much. Of course, feedback from our friendly Prince helps as well.

        Liked by 2 people

      2. I’ve still not quite figured out how to post on Blogger consistently as myself. Thus, I can appear a bit like Oom The Many. A faction would be ideal though, since I count as at least two Nicks.

        Liked by 1 person

  8. Despite me not submitting again this year, the contest was inspiring, and I thoroughly enjoyed the challenge of working on a high-level design in depth (as opposed to the content required to DM for a convention game in my Castle Greyhawk, which is considerably less). I will complete my adventure, and likely playtest it further at GaryCon and NTX and Virtual Greyhawk Con next year.

    So, thank you Prince for putting this contest together, and for continuing to fly the old-school design flag high!

    Allan.

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    1. Hello Alan,

      Very good supplementary article.

      [Showcasing the strengths of high-level play].
      Yes. This is the reason why I consider S1 to not really be a high-level adventure and why blanket suppression of high level abilities should be frowned upon. I would place it under ’embracing wonder & potential,’ and explicit requirement.

      [Non-nerfing environmental challenge]
      This one falls under possible and desirable but not mandatory imho. The high level battlefield should open up possibilities but provided the addage of not nerfing is in force, there is no reason why you could not select, say, a harrowing wilderness environment. Dungeons are still possible, but why have the supra-powerful inhabitants not yet devastated the surrouding area? Remoteness, and with it, considerable environmental hazards, seem a given. It is all a part of design that pushes the players to use their powers, rather then depleting them.

      [Knowledge]
      This is a difficult criteria but ultimately it comes down to a higher difficulty. You would design in such a way that scrubs get stomped. Certain moves or hazards become permissible that in low level play would be considered grossly unfair because the PCs have ways to anticipate and counter them.

      [Teamwork]

      I agree but this is a general design criteria, although perhaps a greater degree of co-ordination can be demanded from the party in practice.

      Very cool.

      Liked by 1 person

    2. Enjoyable article. To partially answer your question, I like a research element. The PCs have their own divination spells, but also bar gossip, calling in favours, and consulting sages. (If the characters previously succeeded in UK4 When a Star Falls they have friends at the Tower of the Heavens). In the otherwise fairly disastrous WGA4 Vecna Lives, there is an interesting section where members of the Greyhawk Wizards’ Guild can consult esoteric tomes for clues.

      Off topic, well done for helping to arrange the Paul Vernon interview at Awesome Lies.

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