MShipley88 wrote:The standard operating procedure in my own campaigns has been to start over with new characters whenever the game began to break down due to PC power levels. In 1st Edition AD&D, this was around 9th-11th levels. After Unearthed Arcana, the breakdown began shortly after 7th level, when double weapon specialization made the fighter characters too strong for almost any monster in the book.The same was true of 2nd Edition, which was essentially a neutered version of 1st.In 3.5, the breakdown level is higher because the monsters can also be over the top mean. I consider 9th-12th to be medium levels, with the game beginning to break down after the cleric reaches 12th level and cuts loose from reality. The game can be played to higer level, but changes to a high level space opera at that point.After starting new characters, the old characters became either NPC's, under my control, or were held in reserve for special high level adventures. Sometimes, after a group of characters reached sufficient level, the campaign was declared to be "open" and any past character could be brought to the table.The old PC's from the high school games became the legendary heroes and mages of my adult campaigns. One, as mentioned above, even became a god that was worshipped by player characters...at their peril.
Badmike wrote:About this time Dungeon magazine had come out and used a few adventures from these....off the top of my head, Tortles of the Purple sage, Caermor, Assault on Eddistone Point, House of the Brothers, Nightshade (who became a huge recurring character in the campaign), Crypt of Istaris (all from the first 9 issues of Dungeon Magazine). .
MShipley88 wrote:Badmike wrote: About this time Dungeon magazine had come out and used a few adventures from these....off the top of my head, Tortles of the Purple sage, Caermor, Assault on Eddistone Point, House of the Brothers, Nightshade (who became a huge recurring character in the campaign), Crypt of Istaris (all from the first 9 issues of Dungeon Magazine). . Mike!You just made my day, man! Mark
bbarsh wrote:We ran Greyhawk campaigns (was the only one around). I used modules extensively. My homebrew adventures were written just like the modules including player descriptions for each encounter. My goal was always to make my adventures seem as professional as the TSR stuff and I went out of my way to not let the players know if it was a module or homebrew adventure in many cases. It is funny to go back and read my homebrew stuff...
bbarsh wrote:Yep, I got it. I did most of my writing on the computer (macs) back in the day. If you are interested, I can send out some stuff. I'd love to some stuff from some of the guys, too.
gyg wrote:ack - now I need a copy of Dungeon #6 for Mark's adventure - unless anyone could send/email me a copy - if you don't mind of course Mark!
MShipley88 wrote:As far as I have been able to tell from Ebay, Dungeon #6 is one of the harder issues to find.My own copy is packed away somewhere in our storage space.I was just delighted that someone played it and liked it.Mark
MShipley88 wrote:I was just delighted that someone played it and liked it.
sleepyCO wrote:I always wondered why TSR (later WotC) stopped doing Greyhawk-oriented modules, etc.; same with what seemed to be a successful campaign, Dragonlance. Are there third-party makers of games that are still doing Greyhawk- or Dragonlance-campaign oriented modules around, regardless of which version of D&D is played (much like Dave Arneson is doing with Blackmoor and . . . nuts, I forget the company's name!)? Is it just because of the money ("the series are not doing as well as before, therefore let's drop the campaign") or what?