Kyonshi
2024-06-03 10:29:55 UTC
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:
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 — 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.
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:
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 — 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.