Dragon | - | - | - | Dragon 43 |
The first 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 magic 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 second 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 third (and best) road away from adventuring is politics. Highlevel
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 experience points. 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
eighteenth-level wizards can cast Wish, there is a final resort — the
“wish wars.” No one is going to rise to eighteenth 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
twentieth-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 superpowerful
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 twelfth or fifteenth
level.