DonEsteban
2013-10-09, 04:24 AM
I finally wanted to use those dragon minis standing on my mantlepiece. So I recently tried to prepare a high-level one-shot adventure* for a con and failed. I found it incredibly hard to come up with something good for a number of reasons:
- Finding a suitable published adventure is hard. Designing your own is tedious and time consuming, especially statting up monsters. And then you've not even started thinking about good tactics for your monsters.
- Letting players bring their own characters carries huge risks. Mainly that they're over-optimized and break your game, or that they're broken by your game at once, or that they have different optimization levels.
- Incompatible player types. "Role players" and "power gamers" don't mesh well. This matters much more in high-level games than at 1st level.
- Pre-generated characters are time-consuming and tedious to make and hard to understand as a player. With some builds it's quite difficult to play them effectively without having seen them before. Especially with casters. Especially because some players have never played a certain class before.
- D&D-combats go on forever. Especially with characters which the players have never played before. I've had single combats last for two hours and my time frame for the whole adventure was only 4-6 hours. That doesn't leave much time for role-playing, exploring and making plans (all time-consuming activities by themselves.)
- Things I didn't even think of...
Now I don't think it's an impossible at all, but for me, being not very experienced at high-level gaming, it seems very hard and I finally refrained from doing it. What about you? Have you had similar or different experiences? How can the high-level one-shot be pulled of successfully? How can I make this work?
*For the scope of this post this means level 13+ D&D 3.5.
- Finding a suitable published adventure is hard. Designing your own is tedious and time consuming, especially statting up monsters. And then you've not even started thinking about good tactics for your monsters.
- Letting players bring their own characters carries huge risks. Mainly that they're over-optimized and break your game, or that they're broken by your game at once, or that they have different optimization levels.
- Incompatible player types. "Role players" and "power gamers" don't mesh well. This matters much more in high-level games than at 1st level.
- Pre-generated characters are time-consuming and tedious to make and hard to understand as a player. With some builds it's quite difficult to play them effectively without having seen them before. Especially with casters. Especially because some players have never played a certain class before.
- D&D-combats go on forever. Especially with characters which the players have never played before. I've had single combats last for two hours and my time frame for the whole adventure was only 4-6 hours. That doesn't leave much time for role-playing, exploring and making plans (all time-consuming activities by themselves.)
- Things I didn't even think of...
Now I don't think it's an impossible at all, but for me, being not very experienced at high-level gaming, it seems very hard and I finally refrained from doing it. What about you? Have you had similar or different experiences? How can the high-level one-shot be pulled of successfully? How can I make this work?
*For the scope of this post this means level 13+ D&D 3.5.