From: Robert A. Howard>Worse is the player's husband, who's one of the most conniving and sneaky >players I know and who is intelligently running a 12th level wizard. Using Now _there's_ a dangerous combination. My brother and a cunning friend of his used to achieve more with rogue magic (1st to some 3rd level) than most of the campaign's higher level mages could with 5th to 6th level magic. Many of their nastier creations were clever combinations of otherwise harmless spells. Can't remember examples right now, but do remember mentally doubling the strength of a couple of scenarios as they cut their way through the first rank without a scratch (or just side-stepped them altogether). I've also proved to the party on numerous occasions that the most dangerous opponents they can face are a well organised group of intelligent adventurers. I only ran attacks by NPC parties three or four times over ten years of campaign because the party spent most of the fight in panic screeching about "Evil GM's throwing grossly over-powered NPC's against the unprepared adventurers" and most of the aftermath grumbling over my proof that they were ripped apart by NPC's two or three levels _below_ them. >So, even over-powered, the group still occasionally gets concerned with >their health- especially as they lost their healers and only have one NPC > To be honest, I've found that getting to the level where survival isn't a day-to-day problem is when things get interesting. It separates the role-players from the rule-lawyers and power-gamers. Some players simply don't know what to do once their character has enough wealth and power to live comfortably. For other players this is just providing them with the foundation to really unfold the character. A fair proportion of the scenarios a few higher-level players faced were just me desperately trying to keep up with what they were doing to the world. One of the worst cases was a dwarven high priest who created the world's only inter-continental trading concern in order to fund his efforts to become a japanese war lord. It sounds like munchkin nonsense but this guy spent vast amounts of time and cash establishing each organisation properly, studying both cultures in detail, gifting the right people, ignoring the right people, head-hunting the right experts. He even argued convincingly that the warrior ethic, clan bonds and retainer loyalty of the dwarven warrior and samurai were similar enough for careful work to overcome the natural opposition to a foreigner. When players do cultural research it's time to be afraid. Chris. ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/ Tech support questions go to support@phoenyx.net.


