| Dragon | Dragon 45 | - | Conducting the Game (DMG) | 1st Edition AD&&D |
| Conducting the Game (Dragon) | - | - | - | - |
If you DM any FRPG long enough, some characters
are going to rise to such levels that the game (and you) can no
longer adequately cope with them. In Advanced
Dungeons & Dragons this problem begins around 12th level if
not sooner. The
characters are so powerful, not merely
hard to kill but able to employ
many means of escape
or attack, that only extremely powerful monsters (or very large numbers)
can threaten them during normal adventures.
Of course, it is possible to invent grossly
powerful new monsters, or
to introduce encounters with gods
and demigods regularly, but this is
only a minor palliative; and the frequent
use of godlike beings is unbelievable, if not downright offensive, to those
with a sense of game balance. Regardless of which route you take, you cannot
get away from
the fundamental problem: the players and
their opponents have so
many choices open to them that it becomes
difficult for the DM to
keep up with The
Game. There are just too many possibilities for the
average DM to control. Often he doesn’t
recognize this, or can’t do
anything about it, with the result that
the players easily defeat the
monsters and the characters become even
more powerful. Then we
hear of 20th- or even 100th-level characters.
To put it another way, luck becomes a bigger
factor in the game;
when both sides can call upon great magical
or other supernatural
powers, the side which shoots 1st has a
tremendous advantage. (I
must admit, I often wonder how even very
high-level characters stay
alive in adventures against the super-monsters,
who have the great
advantage of defending; but in many campaigns
they do.)
Let’s assume you don’t want to take the
super-monster or demigod
route, and you don’t want to arbitrarily
kill off the high levels, though
some DMs have been known to do so. What
is left to keep your campaign f
rom being overrun by high-level characters?
There are 4 alternatives which take
the characters out of the adventuring part
of the
game, so that they won’t rise yet further.
The 1st of these, and the hardest to institute,
is voluntary retirement.
Some DMs encourage players to retire high-level
characters, to
be used only for the rare Major Quest
(such as a rescue mission to
Hell). The character
can sit in his castle, collect his taxes, possibly
construct magick items or
have others construct them for him, gather
information, etc. Unfortunately, many
players refuse to retire their characters,
so some compulsion which is effective in
game terms (“realistic”) must be found.
This leads to the 2nd alternative, sometimes
called the “gunslinger effect.”
When characters begin to reach experience
levels
which are rare, whatever that level may
be, then they become famous
adventurers, men
and women who live by violence and who may be
expected to die violently — rather like
the gunfighters of the Old West.
Young swordsmen or magicians who want a
QUICK reputation, who
don’t think “Conan”
is as tough as people make him out to be, will
come looking for a fight, just as kids
with sixguns called out Billy the
Kid or Wyatt Earp. And as in the Old West,
the person looking for the
reputation often won’t be worried about
the niceties of fair play; as
long as he manages to kill his TARGET,
he’ll get the reputation he desires.
Whether this alternative will be feasible
depends on the nature of
your world. If wars are common, or if for
other reasons individuals are
more concerned about a group of enemies
than about individual
reputations, the “gunslinger effect” won’t
come into play much. If it
does, however, players will voluntarily
retire their characters in order
to avoid a grave on Boot Hill, coming
out of retirement only for vitally
important (and secret) adventures.
The 3rd (and best) road away from adventuring
is politics.
High-level characters can become involved
in the larger issues of your
world, wars, dynasties, colonization, court
intrigue, and so on. They
won’t acquire much experience, for most
of the time they’ll be working through intermediaries.
Their reward is political power, or additional
wealth, not XP.
They are able to participate in this kind of activity because they are
well-known (if not feared) people
with a lot of money.
Their actual powers and magic items, however,
are largely neutralized because they must
work behind the scenes. It is
a new challenge for the players as well,
so they’re less likely to be unhappy that
their strongest characters are no longer
gaining levels. Of
course, they’ll want to start new characters
to join in more typical adventures.
If none of these work for you, then in AD&D,
at least, where
18th-level Arch-Mages can cast Wish,
there is a final resort — the
“wish wars.” No one is going to rise to
18th level without making enemies.
Even if one could, similarly high-level
characters of opposing alignments aren’t likely to ignore such a powerful
person. What
will happen? Will these supermen (and women)
use wishes to destroy,
or at least hinder, their adversaries?
Perhaps more likely, they’ll use
wishes to attempt to undo enemy wishes.
For example (roughly), “I
wish to know of any wishes which have adversely
affected me.” (The
exact wording would have to be more concise
and less all-encompassing, of course.)
Mind-boggling, no? The
gods themselves probably become involved. The 20th-level characters
are going to spend all their time
just staying alive; yet in such a rarefied
environment it would be a little
unfair (not to say difficult) for the DM
to decide who would live and
who would die. It would be better to say
that any character reaching
such high levels gets so involved in the
“wish wars,” whether as wisher
or as accessory, that he can no longer
divert his attention to mere adventuring. And thus these overly high levels
are taken out of the
game.
I hope you never have to resort to the wish
wars. But AD&D is a
better game, and more believable, when
the characters are not super-powerful and visitations of gods
and demons are rare if not unknown.
Somehow you have to neutralize the characters
who, by hard work or
good luck, have reached the rarefied heights
of 12th or 15th
level.