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Accessory - Dragon Magazine #111.pdf - Index of

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fighter with 18/00 strength, 70 hp, and a<br />

sword +3 is godlike compared to a 1st-level<br />

fighter with average strength, 5 hp, and a<br />

normal broadsword. The same 8th-level<br />

fighter is weak compared to a 15th-level<br />

fighter with a girdle <strong>of</strong> storm giant strength,<br />

140 hp, a holy avenger +5, and plate mail<br />

+5. “Too powerful” means characters who<br />

easily win their fights. Every character has<br />

easy lights, but if they are always easy and<br />

the characters rarely have a serious challenge,<br />

then they are too powerful.<br />

6. Are there too many powerful magic<br />

items in the campaign? This includes technological<br />

devices and other high-powered<br />

special equipment such as items <strong>of</strong> artifact<br />

status, spheres <strong>of</strong> annihilation, +5 weapons,<br />

and anything that lets characters win<br />

fights all the time. By too many, I mean<br />

each character having such items. Even<br />

lesser items could amount to the same<br />

thing, if characters have wagonloads <strong>of</strong><br />

them.<br />

7. Do the characters have too much<br />

money? Enough gold to unbalance the<br />

economic structure <strong>of</strong> a country is too<br />

much. Enough money to buy everything <strong>of</strong><br />

substantial value in the capital city is probably<br />

too much (unless the characters already<br />

rule the city). The money inherent to high<br />

social class (nobility or royalty) isn’t usually<br />

a problem.<br />

8. Do the characters have too much manpower<br />

available? This can mean any kind <strong>of</strong><br />

henchmen or hirelings, human or otherwise.<br />

This can be related to having too<br />

much money. The situation I refer to is in<br />

the dungeon. Many players like to hire<br />

cannon fodder to set <strong>of</strong>f all the traps and<br />

test all the potions. Worse, they like to have<br />

small armies do all their dirty work, like<br />

killing all the dungeon inhabitants. There is<br />

a place for armies on the battlefield. Adventures<br />

usually work best when the characters<br />

themselves must face the dangers.<br />

For questions 5-8, each “ yes” answer is<br />

worth -1 point; each “no” is worth 0.<br />

Total all the points from both sets <strong>of</strong> questions<br />

and consult the results section below.<br />

Results<br />

+ 4 = Excellent campaign. Depending<br />

on the imagination <strong>of</strong> the DM (and the<br />

players), it could be a great campaign.<br />

+3 = Good campaign. It has a problem<br />

or two, but probably nothing a little effort<br />

couldn’t fix. If it lacks fun, then it may be<br />

mechanically correct, with no heart.<br />

+ 2 = Fair campaign. Many campaigns,<br />

especially first-time ones, are <strong>of</strong> this type.<br />

+ 1 = Mediocre campaign (and likely to<br />

get worse unless some serious fixing is<br />

done).<br />

0 = Poor campaign. Any good points<br />

are balanced by equally bad points. Then<br />

again, there may be no good points, but no<br />

particularly bad points.<br />

- 1 = Awful campaign. Bad points outweigh<br />

the good ones. It may be played<br />

because flaws are overlooked. It can still be<br />

fun.<br />

24 JULY 1986<br />

- 2 = Terrible campaign. At best it could<br />

still be fun and challenging, but it isn’t<br />

likely to be that way for long.<br />

- 3 = Miserable campaign. Hopefully<br />

still fun, but it’s probably fading fast and<br />

played mainly out <strong>of</strong> habit.<br />

- 4 = Pitiful campaign. No longer even<br />

fun, unless you enjoy being tortured. Its<br />

players are extreme die-hards, or the DM<br />

may be an egomaniac who refuses to admit<br />

anything is wrong.<br />

If your own campaign has a rather low<br />

score, don’t be depressed. Despite the problems<br />

a campaign may suffer, it can’t suffer<br />

failure unless allowed to do so. Campaigns<br />

can be severely damaged by lack <strong>of</strong> proper<br />

control, but any damage can be fixed. Even<br />

a - 4 campaign can be regenerated.<br />

Some might say, “You don’t know what<br />

you’re talking about. Our campaign is still<br />

fun, and that’s what counts!” It’s true that<br />

fun is the most important aspect <strong>of</strong> the<br />

game. Without it, there isn’t much point in<br />

playing.<br />

But eventually, the flaws in a fun campaign<br />

are likely to worsen to the point<br />

where no one is having fun any more. If<br />

brought under control, the flawed (but fun)<br />

campaign will be even more enjoyable. The<br />

following section <strong>of</strong>fers some solutions to the<br />

problem <strong>of</strong> uncontrolled campaigns.<br />

Repairing uncontrolled campaigns<br />

First, pinpoint the problem using the<br />

section above. This article assumes that the<br />

player characters have gotten out <strong>of</strong> hand in<br />

some way, without laying the blame on<br />

either the DM or the players.<br />

If the characters are too powerful, determine<br />

how so. Are they <strong>of</strong> vastly high level?<br />

Do they have high ability scores? Unusual<br />

powers? Powerful magic or technological<br />

items? Enormous wealth? Great armies?<br />

Ability scores and levels go together to<br />

create physical power in the AD&D® game.<br />

A 1st-level character with a 19 strength still<br />

dies as easily as any other 1st-level character.<br />

Only when awesome ability scores are<br />

backed by high-level hit points do we get<br />

the “superman” effect.<br />

I don’t consider ability scores less than 19<br />

to be a problem, unless most or all <strong>of</strong> them<br />

are 18’s, which is not only boring but unnatural.<br />

Only unbelievable luck, cheating,<br />

or magical increases will produce such a<br />

character.<br />

Prevention is easier than cure. I never let<br />

my players roll ability scores with more<br />

than three dice, except for demi-humans<br />

(best three <strong>of</strong> four dice in strength and<br />

constitution for dwarves, the same in dexterity<br />

and charisma for elves, etc.), nor do I<br />

allow the raising <strong>of</strong> one score by the lowering<br />

<strong>of</strong> another. Of my own 50-odd characters,<br />

I have one paladin and one illusionist.<br />

I’ve always thought they were meant to be<br />

rare, and have always made it so.<br />

I do, however, allow the increase <strong>of</strong> ability<br />

scores by training, so that low scores<br />

may be increased while level increases.<br />

High scores are rarely increased. Of course,<br />

fighters do not raise intelligence, nor magicusers<br />

strength. Intelligence is limited to a<br />

+2 increase, the only ability I limit (except<br />

for comeliness, which usually increases only<br />

if charisma does).<br />

Characters who are on their way to godlike<br />

levels and attributes can be reined in by<br />

many means. Levels can be drained by<br />

undead who have strong connections to the<br />

Negative Material Plane. If undead present<br />

no great threat, a gate to the Negative<br />

Material Plane could be opened. The characters<br />

would be forced to close the gate or<br />

perish. In closing the gate, the characters<br />

could be drained <strong>of</strong> both attributes and<br />

levels. If kept away from restoration spells<br />

long enough, the level drops would be permanent.<br />

Lost ability scores could be gone<br />

permanently, partially restored by the forces<br />

<strong>of</strong> good, or regained over a period <strong>of</strong> time.<br />

A quest for a greatly desired item could<br />

break PCs both physically and mentally<br />

(lowering some ability scores by a few<br />

points) but give them the item they desire.<br />

Sometimes, one or more characters in a<br />

group may be too powerful for that group.<br />

This can be a sign <strong>of</strong> the campaign going<br />

out <strong>of</strong> control, but remember, anyone can<br />

be a wimp or a warrior. Power is relative to<br />

the strength <strong>of</strong> encounters, the strength <strong>of</strong><br />

the party members, and the average for the<br />

campaign as a whole. A weak character<br />

from one group can be powerful in comparison<br />

to another group, and vice versa.<br />

Almost everyone in my campaign has<br />

three or more characters <strong>of</strong> varying power<br />

levels. Most characters have a regular set <strong>of</strong><br />

companions they adventure with, and the<br />

players don’t try to bring their tough characters<br />

in with a weak group unless it fits the<br />

scenario I’m planning.<br />

Characters will not usually outstrip their<br />

companions greatly if the characters all<br />

started together and adventure together,<br />

providing all had equal chances for good or<br />

bad characters. Although characters may<br />

excel by luck, skill, or both, <strong>of</strong>ten the overpowered<br />

characters come from another<br />

campaign or from higher-level groups in the<br />

same one. This is the usual way <strong>of</strong> it in<br />

campaigns with which I am familiar. Sometimes,<br />

characters advance beyond their<br />

fellows simply because they have adventured<br />

more. This <strong>of</strong>ten occurs when a<br />

player group is broken up by college, career,<br />

or the relocation <strong>of</strong> families.<br />

Whatever the reason, a DM will occasionally<br />

be faced with a player who wants to<br />

bring in a character from another group.<br />

Although there is basically nothing wrong<br />

with that, some DMs will not allow it. No<br />

DM has to let any character into a campaign<br />

if he doesn’t want to do it. The DM<br />

is the final authority in his campaign. Although<br />

my campaign has had its share <strong>of</strong><br />

problems, I’ve never had trouble from<br />

crossover characters. While I’ve allowed<br />

almost any characters into the game, I’ve<br />

placed them with equivalently powered<br />

groups or else trimmed their powers until<br />

they were made to lit in with the other PCs.<br />

Anyone entering a game controlled by

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