[OSSR] Dungeon Master Option: High-Level Campaigns

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[OSSR] Dungeon Master Option: High-Level Campaigns

Post by TarkisFlux »

Since we've got a break in the OSSR / Drunk Reviews, now seems like a fair time to go back to contributing them instead of consuming them (if only because the latter option doesn't work so well). Also, it's an excuse to break out Sailor Jerry's rum and have a few glasses while getting nostalgic. I actually really liked prts of this book when it came out, and I'm curious to see how it held up.

The year was 1995. AD&D 2e was 6 years old and (arguably) getting beaten up by those new White Wolf games. So in an effort to spruce things up a bit, TSR rolled out with a bunch of updated reprints and rulebooks with expanded options. The new stuff was their options line: Player's Option: Combat and Tactics in May, followed rather quickly with Player's Option: Skills and Powers in July, and Dungeon Master Option: High-Level Campaigns in August. In May of 1996 they would release the final book in the series Player's Option: Spells and Magic, which will be notable later on in the review.

This OSSR isn't about those sissy player options, those books that true grognards regard as a perversion of the "One True Way" and that powergamers regard as delicious nutriments. Instead, we're going to look at the second stab that the authors took at dealing with higher level characters in the game to see what they came up with. The first stab was Dragon Kings, and we know how well that one went down. Maybe they learned something in the intervening years, or maybe a different person writing it will matter.

Speaking of the person writing it, there is one design and author credit for DMO:HLC - Skip Williams. Yes, that Skip, the one who helped write a bunch of core 3.0 and brought us a bunch of stealth nerfs in 3.5 (note - don't drink and try to remember history things).

His foreword starts out well enough though. He acknowledges that opinion on high-level play is pretty strongly divided, and then tries to make a case for it. His case happens to involve a ranger he got from 1 to <unknown> level and then turned into an NPC and doesn't seem particularly epic, but that doesn't seem a bad thing for his goal of selling this to people who hate high level games because they're off the rails. But it doesn't have a lot of promise in it for those of us who want high levels to be different from low ones. There's really not much else to say about it, so we'll drink a bit of rum and move along.

Chapter 1 - The Seven Maxims

This chapter starts out by rather helpfully defining "high-level characters" as any character of level 10 or higher. Given the sorts of weird shit that 11th level characters can get up to, that's pretty reasonable as far as I'm concerned. They say that they'll include rules for up to 30 (which might have been nice in the foreword instead of this chapter), and we'll see how well that goes in a while.

Maxim 1 – Don’t depend on the dice
While this could easily be applied to the game in a way that turned everything into a “mother may I” with the MC, that’s not what they’re going for here. Instead they want you to not depend on the dice for the tension that games are supposed to have. Die rolls are way less scary at higher levels, they claim, because you’re less likely to fail the ones you make and enemies are much less likely to succeed at them against you. Combat can turn into a boring slog where the outcome is known pretty well in advance against lower level foes. And if you throw higher level foes at them, players can burn out on the constant peril and maybe opt to retire or start a new game. Boosting opposition also boosts XP and loot gain, which just gives them new stuff and then you need newer and even more powerful enemies to challenge them.

So what do they suggest instead? Doing smarter combats less frequently, giving non-combat encounters, and trying to challenge the player instead of the character. They suggest things like mysteries, puzzles, and complex political struggles, things where the using your powers in new and interesting ways (if you get to use them at all) is the challenge.

This is… actually not terrible advice I think. The part about challenging players instead of characters isn’t great, but it’s an attempt to keep players involved in the game after the nature of the game has changed and the same old shit won’t fly. It’s not perfect advice, but they get points for recognizing that shit is different at that level in the first place.

Maxim 2 – Intelligent adversaries
There’s a few sub-sections in here, and the first is about considering your opponent’s intelligence. The main point is actually said well enough that I’ll just quote it.
”DMO:HLC” wrote:An opponent doesn’t have to be brilliant to challenge high-level characters: It has to avoid obvious mistakes.
They then follow it with sections on minimizing creature weaknesses and maximizing strengths.
[*]They work up some trolls with item based fire and acid resistance or are in a cave with natural explosive gasses, to either mitigate their weaknesses or make the PCs pause before trying to exploit them. Then they suggest that the trolls get hasted (moving from 3 to 6 attacks in this edition) or that attack and pull back in waves to allow their regeneration to patch them up. The justification
[*]They work up vampires that hang out in stagnant water, because it’s running water that damages them, and vampires that disguise themselves as vampire hunters to help a village and employ non-detection to prevent magic from finding them out. And keeping a couple of charmed minions around to break mirrors or snatch holy symbols. Then they talk about ways to get more mileage out of their charm gaze to split the party and setting up their home terrain for gaseous form abuse.

They also say that you should have in-world reasons for these sorts of things, like a vampire being smart and having a shit load of time or the trolls being servants of someone else. They also warn you to expect the PCs to want to steal some of your ideas for their own defenses, and that you should let them do it.

Next subsection is an actual discussion about how to handle enemy defeat and withdraws intelligently. While the ideas in the section are pretty useful, it’s a lot of words spent on a fluff section that only barely acknowledges the morale rules actually present in the game. Yes, looters and opportunistic bandits tend to flee at the first sign of difficulty and people defending their homes tend to fight to the last. Thanks for telling me those somewhat obvious things, now how about mechanics to reflect that in the morale rules? The advice they give on the better part of valor is better, but also very telling – it’s almost all options from spells or magic items. They know there’s not a lot of mundane support at these levels.

There’s a bit more at the end about bad guys minimizing their own personal risk and striking targets of opportunity, but there’s nothing really notable in there. The whole maxim basically works out to “stop pulling your punches and start min-maxing your encounters a bit”. And that’s something that should probably be said for games at this level, just in case your MC wasn’t being a power tripping asshat and had been playing nice for the early levels. Looking back at it now, it’s still pretty good advice for this level of play, if not actually decent advice for any level of play with a well prepared group.

Maxim 3 – Controlling magic
... with Gygaxian dickishness and rust monsters! Maybe. We'll get to it in a few days.
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Post by Username17 »

Speaking of the person writing it, there is one design and author credit for DMO:HLC - Skip Williams. Yes, that Skip, the one who helped write a bunch of core 3.0 and brought us a bunch of stealth nerfs in 3.5.
Skip Williams was an amazingly terrible Sage, but he didn't have much to do with the Stealth Nerfs in 3.5. He apparently had a mad hate-on for Sorcerers and he took away their access to Quicken Spell, but the vast majority of the crazy stealth nerfs were done by Andy Collins. It was Andy Collins who decided that Charge shouldn't work and that Rangers shouldn't be able to use Power Attack, for example. While Skip Williams was the head of the 2nd edition to 3e transition team, for reasons no one understands he was low on the totem pole for the 3.5 revision and got fired right after it came out.

Of course, Andy Collins would probably get an erection knowing that you mistook his work for that of Skip Williams. The man has done everything short of wearing Skip's skin as a mask to be like Skip Williams. From adopting the name "The Sage" immediately after pushing Skip Williams out of the office to writing the high level book (the 3e Epic Level Handbook, which deserves an OSSR all its own) - even to marrying the editor (Gwen, not Penny). If I was Skip Williams, I would never ever let Andy Collins get near my underwear drawer.

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Post by fectin »

It actually seems pretty good so far.

I had thought Skip was part of the WotC cancer. Was I wrong? 3E was an amazingly good update, and this book seems quite good so far.
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Post by hogarth »

fectin wrote:I had thought Skip was part of the WotC cancer.
Considering that his work with D&D (as the Sage, for instance) goes back to 1980 or earlier, I don't particularly associate him with WotC.
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Post by fectin »

Wikipedia says his work at TSR was mainly retail or clerical, but even so.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by Username17 »

Yeah, the whole Sage Advice thing goes back to before 2nd edition came out, and is all kinds of crazy. Thing is: back in the 80s, Sage Advice wasn't anything like "official", it was just a letters column in Dragon Magazine. Since Dragon Magazine was about as official as rumors you overheard in the comic store and following the advice of a letters column is generally considered equivalent to following the advice in your horoscope, no one much cared. A funny thing happened in the year 2000 though.

Skip Williams was the lead on the 3e project and instantly he stopped being "the guy who writes the Sage Advice Column" and started being "Mr. D&D, The Sage". Sage Advice was now the answers column from the head honcho, and became defacto official. Indeed, the most official answer to questions the company was capable of putting out.

This transition did not go well for Mr. Williams. For one thing, he still actually did the column the same way he always had - which was by answering shit off the top of his head. Only now instead of just admitting that things were fucked up all the time he tried to pass himself off as an infallible pope figure. And that was just fucking retarded.

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Post by TarkisFlux »

FrankTrollman wrote:Stuff
For some reason the "Skip hates sorcerers" thing got stuck in my head as tied to the 3.5 revisions and I didn't bother looking things up. Anyway, fixed.
fectin wrote:It actually seems pretty good so far.
It is. There are some sections coming up that are pretty surprising and almost downright enlightened in an AD&D book (like Maxim 7 - Share responsibility with your players). If you're looking for snark and vitriol, you may need to come back in a week or two when we get to some mechanical bits that are very deserving of them.
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Post by name_here »

Skip Hates Sorcerers was Tome And Blood, IIRC. He declared that Sorcerers used metamagic as a full-round action, including quicken spell, instantly rendering it literally worthless.
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Re: [OSSR] Dungeon Master Option: High-Level Campaigns

Post by TarkisFlux »

I've had copious amounts of cough and cold medicine due to a nasty cold, so we'll have to do without rum today. At least typing doesn't hurt like talking does.
Maxim 3 – Controlling magic
If this were third edition, they'd start this section by making references to WBL charts. Too much magic, they say, can ruin play at any level because...
DMO:HLC wrote:the PCs cease to be heroic personas struggling in a hostile world and become high-powered exterminators who magically fumigate castles and dungeons, cleaning out the monsters and treasure before moving on to the next clean-up job.
It's true that a bit of tension in your murder-hoboing keeps things more interesting, and that bigger numbers kill that pretty fast unless you ramp up the opposition, but the way they phrase it here makes that sound like more fun than they probably intended. They then point out that bigger pluses means it's harder to include the "right" type of monsters in an encounter - one that can hit the PCs and be a challenge to hit by the PCs. Which is also true, because the RNG is a thing and fucking with the bonuses on the PC side can mess it up.

So what do they suggest? Limiting drops, using them appropriately, and removing unwanted items. The drops thing is pretty standard 'yes, we have random treasure tables but you might want to overrule them if you're passing out something bigger than they've "earned"' stuff. Holy avengers, bracers of AC 0, etc. should be rare to avoid RNG damage and also to avoid making the items appear cheap. The use thing ties into the previous maxim: if you're planning on dropping a magic item with a foe make sure that they use it intelligently while they can. But there's also a bit about not forgetting item saving throws, particularly the part where items don't benefit from the same save bonuses as the wearer. After all, randomly reducing the loot drop will teach a wizard to disintegrate a foe. The remove part is perhaps the most bizarre of all, since they suggest several ways to remove items (rust monsters, leprechans, regular old thieves) or render them useless (polymorphing them into something else, some god decides they're mad at you, make henchmen surly if you don't start passing them about when not in use). About the only saving grace for this section is the last part, which I'll just quote:
DMO:HLC wrote:Be careful not to overdo it. Offhandedly zapping a character's favorite sword is churlish, but a closet full of long swords +1 is fair game.
At least they ended with some sort of admonishment to not be a dick.

The next bit on controlling magic has to do with spells directly. This being 2e, it took 10 minutes per spell level to prepare a spell, so a 20th level wizard would take about 18 hours to prepare their full allotment of 37 spells. There's a few corollaries here, like the fact that since teleport takes 50 minutes to prepare it is much less useful for any journey that takes less time than that. Anyway, the suggestion is to not make it easy for them to pay the recharge cost, and to not let them drop all of their high end stuff every day. This being 2e, saves were a lot different and you can sort of get away with that advice, but it's not really applicable anymore even if you did have larger prep times.

They also caution you against being too 'modern' with ideas about magic. Spells do what they say they do, and nothing more. You're not supposed to let players use magic missile to beat up chests or knock to bowl people over. Which is a bit more "rules lawyer back at the player's", but pretty much required for keeping consistency between games.

The last part of this section is a full page on not having proper magic item shops in your games. Shopping should be full of "barter or intense haggling" and an inability to determine which item you actually want to purchase from several so that "only a serious of careful questions about how each item was acquired reveals which one the PC should choose". This would be more annoying if they didn't immediately follow it with this bit:
DMO:HLC wrote:In most cases, ere cash is not sufficient. The seller wants a service of some kind, or wishes to barter for another magical item the character can use.
Which actually does a fair job of decoupling gold from power I guess. Their full suggestion is that instead of allowing "the character to walk down to the local magic shop, hand over a pile of coins and gems big enough to choke the dragon, and get his cube of force" you should take the opportunity to turn it into an adventure. Maybe someone offers a fake item and you figure it out after they've skipped town with your real one. Maybe you get a damaged item and have to adventure to repair it. Maybe you find the thing you want, but the owner wants to trade for something that you don't have but could adventure to go find. And so on.

It's not bad advice, and fits in with the rest of the chapter so far. If you have items, you're supposed to be using them intelligently (or trying to get different ones for them) rather than letting it collect dust on a store shelf while you wait for your weight in gold to trade it out. Fuck I hate magic item shops.

Maxim 4 – Be aware of demographics
This is a very very short section about how high level people are fucking rare. They do some very simplified math with some rather broad, but not necessarily wrong, assumptions and conclude that a level 10 guy is 1 in 5000 or so, and a level 18 guy is 1 in 1.3M or so.

The take away? Don't fill your world with super characters just because the PCs are high level. The world doesn't work like that, and it diminishes the PCs. Instead, let them "have a greater sense of accomplishment when they realize what they have achieved", stand out a bit, and be important.

+1 to that.

Maxim 5 – Think on an epic scale

Will have to wait until next time.
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Post by OgreBattle »

why is all of this advice good
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Post by Red_Rob »

Hey, Skip wrote 1/3 of 3e (or however it worked out, do we know who was the driving force behind the revision?), so it's not terribly surprising he actually knew a thing or two about how the game actually worked. Plus a lot of this advice is pretty much common sense. But yeah, it is kind of surprising that the book isn't filled with terrible Gygaxian proclamations about the DM being God and having the right to do whatever the fuck he wants while the players suck it.
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Post by TarkisFlux »

OgreBattle wrote:why is all of this advice good
Not all of it is. The suggestion that you let a player steal the game for a bit while they bicker over the acquisition of a new item from a private seller, for example, is a bit rubbish. Similarly, the bits about fucking around with PCs about magic items that they try to acquire aren't particularly good, but at least they keep the game adventure focused.

In general though it's just surprisingly free from overt DM penis waving and works to maintain the "magic is rare and special, heroic fantasy" thing that earlier editions of DnD wanted to do. Whether it's good advice for any other game depends on how much you want to match that feel and have a coherent world that works much the same for NPCs as it does for PCs.
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Post by fectin »

Question, possibly for the end: is it worth tracking down a copy?
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by TarkisFlux »

Spoiler for fectin
Probably not. It's mostly downhill from here.
Sick kids and sick self are dealt with, scotch is in hand, and I'm overdue for finishing fucking chapter 1. So let's get it done.

Maxim 5 – Think on an Epic Scale
This maxim is a pretty straight up outgrowth of of the demographics one. They point out that your heroes are rare people in that section, and then work through some potential implications here. The first two subsections are "heroes are not anonymous" and "heroes deserve heroic tasks". They roughly boil down to pointing out that anyone sufficiently rare and possessing sufficient amounts of power can acquire celebrity status and be called on to do big things.

The last part of this maxim is about "far-reaching consequences". It's pretty straightforward advocacy for a world where things change as a result of player actions. The first example they use is a dragon killed at the PCs hands, and how something else (community of mountain dwarves, horde of trolls, your mom) can expand into its old territory after a few years. I don't even know how that would work, as I've never seen an episodic game have that sort of down time during a campaign. Maybe between campaigns and characters maybe, so you can be reminded as a player of what your last guy did before the campaign imploded or whatever, but that's not how it's written up.

The second example is just dealing with consequences of loot, from henchmen who want their own bits to thieves who work out that you have it and try to take it. Which is apparently "epic" by allowing PCs to be victims of their own success and lack of paranoia. Nice to see a bit of the old school dickery finally.

Maxim 6 – Plan Ahead
This is a maxim of high-level play, because you don't have to plan ahead for low level games I guess. Except that they open with saying that every game requires planning ahead, this is just planning differently. Which couldn't make it into the maxim name for some reason.

Anyway, the basic premise here is that high-level games work best when you put in the groundwork while it is still a low level game. The subsections "create villains who learn", "consequences", and "fame and infamy" are really just discussions about how to incorporate the other maxims into the game from a low level so that you are already dealing with the things you should track instead of inventing it from whole cloth when you want to run a high level game. Which isn't bad advice for games where versamilitude and independent world activity is a thing you care about, but it's pretty generic advice and not particularly relevant to a high level game.

Unfortunately the section is silent on what to do if you have an existing game where you didn't put in that extra work way back when. Which would have been extremely relevant and useful. It's not a bad section I guess, but it's way too long for what it is and missed a place where it could have actually been helpful.

Maxim 7 – Share Responsibility
... with your players. It's a welcome bit of cooperative storytelling in a game with a reputation for being more confrontational. The first paragraph includes this bit of advice:
DMO:HLC wrote:In many cases, players are willing to help the DM handle handle some of the basic background work, such as detailing unexplored areas, developing histories and myths, and taking charge of NPC actions that don't directly involve their characters. At the very least, the players can help you focus your creative energies so that you don't waste time and effort on things that don't advance the campaign.
Yes, really. There is a sentence in an AD&D 2e book about sharing responsibility for world building with your players. Unfortunately, that's all that there is of it, as the rest of the maxim is dedicated to the second part - leaning on your players to help direct your game. And while it's somewhat obvious advice for levels where PCs can jump the rails without much effort, it is rather forward thinking for the time.

Most of it is pretty straightforward stuff like getting the players to write down their long and short term goals, and then building adventures that help do that. Or tracking their allies and enemies so you can build games on repaying / cashing in favors from long ago or revenge. And it ends with telling you to get the players to put together a personality profile for their characters... which is probably the least interesting thing in the whole maxim. So a good start here, but really poor follow through and a lot more advice that seems just as home at lower levels as it does at high ones.

And thus ends the 23 pages of chapter 1. Chapter 2 is Adventures! and includes such highlights as: bog standard game advice, world hopping, and monster adjustment / advancement.
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Post by TarkisFlux »

Chapter 2 - Adventures
There are a few smaller sections at the beginning of chapter 2, but they all serve a similar purpose: providing advice on actually running an adventure or campaign arc instead of more general stuff like the last chapter.

The first section is titled "Common Mistakes" and includes such bits as: Don't Tell - Show, Don't Over Plan - Prepare, Don't Force the Action, Character Knowledge, Don't Ignore the Rules, and All Failures Are Not Catastrophic. Some of those are pretty solidly written. Don't force the action, for example, is a big admonishment to not railroad your players and cock block their abilities and decisions. Don't ignore the rules is another good one, wherein they explicitly say that experienced gamers use their knowledge of the rules to help them interpret what's going on and how to respond appropriately to it, and breaking those rules just frustrates and immobilizes people. Even the worse subsections are just boring and not bad. There's some decent stuff here and pretty much no dickery here at all.

Next they move on to "Plots". This is a shorter subsection about how you can make your games more fun by putting together a flexible and engaging story that hits PC goals and relates to the larger picture and blah blah blah rather than just throwing down a string of encounters. It's followed (eventually) by a section on "Linking Adventures". They helpfully provide several named methods of linking otherwise disparate adventures into an arc, such as chained, interlocking, and multi-layered. The examples they provide do a decent job of differentiating these constructs if the names didn't. Again, pretty much no dickery in either of these sections.

Then we get a couple of pages on "Types of Encounters". The selection is rather broad (and somewhat subject to overlap), including things like combat, deception, dilemma, event, interraction, puzzle, trap, and so on. The discussion of how to deal with them in general is solid and genre appropriate, and even includes some realistic warnings about overusing certain types. Since AD&D is about stabbing fools and taking their stuff, the combat encounter is basically a pointer to a different section titles "Planning Combats". It's a more detailed look than the other encounters, but a lot of it is stuff that could apply to a more generic encounter preparation section. Dealing with attack power and mobility in a fight is all well and good, but sorting who's running things, what they want, and what sort of pre-fight information they've gathered on the PCs is generic enough to apply to lots of encounter types. So it's rather meh. Still no dickery in these sections either. It's almost enough to make you forget you were playing a Gygax inspired game.

For all their decent writing and thought, these sections still fall flat here. They're just not written for high level play. They don't discuss the effects of teleport or find the path on an exploration adventure, just that you should be "flexible and respond to player actions". It's obvious to a lot of us that those particular player actions can cut out large portions of prepared adventures if you're not expecting them, and this would be a perfect place to tell people how to expect them. Similarly, there's no discussion in the encounters section about how high level divinations can interact with deception, dilemma, or puzzle encounters. The planning combat section gives a few spells in its mobility and information subsections, but the highest level effects mentioned are crystal balls and transmute rock to mud. The rest are mostly level 1 or 2 things like change self, invisibility (not even improved invis), darkness, and entangle.

So on the whole this is a solidly written section that would be worth a read if you wanted a second take on the "running a game" section in your DMG. As long as you were going to run a low-mid level game you could do a lot worse than using this section and the first chapter for advice on how to make a compelling campaign. But it does fuck all to deal with the high level portion of things, which makes it a big missed opportunity and a serious disappointment.

The next section is "World Hopping", and more concerned with the backdrop for an adventure. It's a sizeable break from the bits in this chapter before it. I can't decide if I want to detail it or not, so I'll break here for a bit instead.
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Post by Whatever »

The advice parts of this book were shockingly fair minded.

It's a shame so much of the rules were terribad.
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Post by TarkisFlux »

World Hopping
We'll give this section a bit of words after all. In fact, we'll start it with the same quote that they use to start the section:
DMO:HLC wrote:A visit to a foreign land, long or short, is seldom routine. Dealing with strange customes, unfamiliar laws, and unusual foods can give even hardened travelers fits. Now imagine what it might be like to visit a place where the very underpinnings of reality are different from home. That's what world hopping is like.

Staging adventures on unfamiliar worlds is a great way to keep a high-level campaign fresh and challenging. Players become very attentive once they find they can take nothing for granted, and even weak creatures can challenge the party when the PC's spells and magical items begin to act in unanticipated ways.
Remember all that fair minded advice, particularly that section about not ignoring the rules because it messes with people's expectations and decision making abilities, which makes them disengage from the game? Well, we're going to ignore half of it now I guess. Apparently it's okay to start playing by an entirely different set of rules that you blindside your players with, as long as it's on a different world.

Or plane, demiplane, pocket dimension, your mom, or whatever because all of that is in here too. They straight up say that a "world" in this context is any place with its own form of reality separate from everyone else. And then proceed to pimp Planescape and Ravenloft as settings that you could buy for more information about sending your high-level PCs into those places.

Poor terminology choices, DM "change rules / make shit up" levels of dickishness, and a rather large disregard for the advice they just gave you. This is a proper 2e book after all. :sarcasticclap:

Anyway, they provide a system for codifying the "worlds" that your players find. Each "world" has four aspects - Chronological, Magical, Technological, and Ecological. These are helpfully rated 2 through 20, so that you can randomly generate your "make shit up world" on 2d10. Ratings 10-12 in each category correspond to DnD standard prime world, with smaller values meaning less of that thing and larger values meaning more of that thing.

Chronological aspect is the thing where you get different time rates in different places. A chrono 2 "world" lets you pass 1 week of time in the course of a second of home time. Finding a reasonably non-lethal chrono 2 world means you get to do the spell recharge thing whenever you want, and breaks one of the maxims in the first chapter. A chrono 20 "world" lets you flip that around, passing about a day and a half of home time in exchange for 1 second of local time. Finding a reasonably lethal chrono 20 world lets you dispose of annoying people for a while. None of these are discussed of course, because you're supposed to adventure in these places rather than use them for other things.

Magical aspect is the thing that determines how common magic is in different places. But any place it is differently common than the standard "world" is probably going to modify 1 or more schools of magic, with larger shifts having "possibly catastrophic effects". And maybe your casting times will be different too, because. There's a couple of pages in here about the changes, and a lot of it is going to be familiar to anyone who has read the planar magic dickery stuff. Because it's a lot of the same old shit, including the thing about how you lose pluses from magic swords and armor as you get farther away from your home "world".

There's also some weird shit in this section. Low magical "worlds" have smaller fauna and smaller fliers (and no flying creatures of any size at magic 2). Because big creatures and birds and fucking bees are magic and shit. High magic "worlds" don't have bigger creatures, they just have more spellcasters who have an easier time learning spells. And preparing spells. And casting spells. That are all different from the ones you're casting. And if you get up to a magic 20 "world", spellcasters don't need rest or time to prepare their spells. There's lots of bad ideas and annoying half-mechanics in here, but this last thing is a lot wtf?

Technological aspect is the part of the "world" that tells you how advanced they are scientifically. If they're not as advanced as your home world, your stuff gets downgraded to their level. Seriously. Because you don't get to bring steel into caveman "world". Except if it's magic rating is 5 less than the minimum tech level for it. Because it's the new magic I guess. :headscratch:

High tech "worlds" have things like guns and cars and FTL travel. And since there is all of 5 paragraphs dedicated to this section (as opposed to the 3 pages on how to fuck over spellcasters), you have basically 0 guidance for how to have players interract with a high tech "world". Have fun fiating how effective a pistol is against plate armor.

Lastly, each "world" gets an ecological rating that tells you how hostile or welcoming the environment is. Low eco "worlds" are places like venus where you show up and then dissolve quickly. Unless you're a high level character with protection from those sorts of things, which aren't discussed here of course. High eco "worlds" are places where you don't need to eat or sleep to remain fit and healthy.

So all spellcasters now want to find low chrono, high magic, high eco "worlds" to do their spell prep in, which is slightly worse than the planar time shenanigans that 3e got up to. Congratulations for that achievement DMO. :facepalm:

Monsters
The last 12 pages in the chapter are all about modifying monsters to better challenge the PCs. Because we have already forgotten about the previous advice of not just upping the odds to deal with high level PCs.

There's three methods presented here: modify their base statistics how you feel appropriate, give them their own unique ability score array (because they did not have these in the 2e writeups), and a bolt on bit to make them into legendary creatures.

It's not really worth going into these methods because they're all pretty 2e dependent. The first two options are also just not a lot of help, either being too obvious and lacking real quidance (the first one) or being really technical and byzantine for the minor benefit (the second one). The last one is sort of interesting in a proto-template sort of way though. It's still mostly numbers manipulation with some "then add whatever other powers you want" thrown in for good measure though.
The wiki you should be linking to when you need a wiki link - http://www.dnd-wiki.org

Fectin: "Ant, what is best in life?"
Ant: "Ethically, a task well-completed for the good of the colony. Experientially, endorphins."
TarkisFlux
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Post by TarkisFlux »

Chapter 3 - Spells and Magical Items
This chapter is an easy one to talk about. In the bad old days before the internet, errata was much harder to push out to the world. So we get a whole chapter on it in this book instead. 18 glorious 3 color, glossy pages of spell and item clarification and nerfing. High level spells, low level spells, there's no advice for dealing with any of them just some stuff to clean them up.

I don't know if the changes are good or bad overall, and I don't care enough about 2e spells and items to read through the whole thing trying to judge it. Even if they're good changes it's not a very helpful chapter for making my high-level campaign work, and that makes it another :sadface:

Chapter 4 - Creating Magical Items
This chapter is a bit better, because making magical shit is a thing your high level caster might like to do. So they kindly included some rules for allowing it. The details are bound up in the same item structure we had in 3e and not really important, so here's the short version:

[*]Figure out what you want to make. Argue with the DM about it.
[*]Go on a quest to find the materials.
[*]Make item, pay Con point, make a d% check to see if you botch it.
[*]If success (or cursed), get item and xp.

If you like having items be a pain in the ass to make and rare unless you're looting them from a tomb, these rules will probably get you there. Which sort of makes them not really worth using as a player who needs an item. I'm pretty sure no one wanted high level crafting in AD&D anyway.
The wiki you should be linking to when you need a wiki link - http://www.dnd-wiki.org

Fectin: "Ant, what is best in life?"
Ant: "Ethically, a task well-completed for the good of the colony. Experientially, endorphins."
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