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From: Kyonshi <gmkeros@gmail.com>
Newsgroups: rec.games.frp.dnd
Subject: [boing boing] D&D's latest module, "Vecna: Eve of Ruin," and the
 trouble with high-level adventures
Date: Mon, 3 Jun 2024 12:29:55 +0200
Organization: Campaign Wiki
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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: https://youtu.be/pJA2BBkb-2k]

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.