Share Responsibility (HLC)

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A high-level campaign's vast scope is enough to overwhelm anybody who tries to handle the task of keeping it running without help. Fortunately, high-level campaigns usually come equipped with a cadre of talented and resourceful advisors who can help—the players. In many cases, players are willing to help the DM 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.
==Garner Interest==
Find out what the players are interested in doing. It doesn't do the campaign any good if you spend three weekends laying out territories for the PCs to develop if the players are interested in going artifact hunting.
Unanimity among players is a rare thing, so be prepared to run adventures that encompass several different player interests at once. For example, if your group includes a thief interested in artifact hunting, a paladin interested in establishing a dominion, a priest seeking to eliminate or diminish an opposing religion, and a wizard interested in spell research, there are several story lines you might introduce into the campaign. One might go like this:
The paladin and the priest decide to search the countryside. The paladin hopes to survey potential sites for a castle while the priest questions peasants and travelers about the rival church's recent activities.
Meanwhile, the thief consults a sage, who complains that someone has broken into his library and stolen several pages from one of the books. The sage relates several vague legends about a lost artifact, but gives few details. The wizard has been busy, too, consulting with fellow wizards about a new spell. Unfortunately, the local expert on such magic has vanished, apparently kidnapped.
While the thief and the wizard investigate the twin crimes, the priest and the paladin break up a group of brigands and take two of them prisoner. Among their treasure is a traveling spellbook.
When the priest and the paladin return to town, they show the captured spellbook to the wizard, who immediately recognizes the book as belonging to the missing wizard. Questioning reveals that the brigands work for an evil priest who sought the wizard's advice about a strange sigil recently discovered in an ancient ruin. The thief recognizes the sigil as a ward used to seal away an ancient artifact.
The PCs stage a rescue attempt, freeing the wizard and routing the priest's servants. The paladin realizes that the site is entirely suited to his needs. The evil priest, however, has fled with the artifact. The party hires a team of mercenaries and laborers to clear the ruins for new construction while they pursue the villain.
Later, the villain might strike back by ransacking the construction site, attacking the NPC wizard, or both. If one of the players develops an interest in politics, diplomacy, or warfare, the evil priest might turn up in a neighboring kingdom's court, perhaps openly functioning as an evil priest or perhaps in disguise.
==Goals==
Encourage the players to develop long-term goals for their characters. High-level characters need more motivation than the simple pursuit of wealth and experience. If a character has some intangible goal, such as political power, social status, or enduring fame, the campaign can offer more rewards for clever play. In some cases, the PCs might end an adventure weaker and poorer than they started, and the players still feel a sense of accomplishment if they make some progress toward a personal goal.
Not every goal is realized in a campaign, especially in the case of far-reaching requests. Characters desiring to control vast stretches of the world under a distinct rule probably spend their entire lives trying to accomplish it. Campaigns should be built around character goals and ambitions, but it should never be ruled by overzealous or selfish desires.
==Allies and Enemies==
Keep track of who the PCs' friends and enemies are. Pay attention to the way player characters interact with important nonplayer characters in your world. Rivalries, favors, and even romances can be a great source of information.
Remember too that friends sometimes call in favors as well as grant them to the PCs. Heroes who constantly called upon favors earlier in their careers may spend many years repaying those acts of kindness.
==Personality==
Have each player put together a personality profile for all of their characters. This goes beyond ability scores, equipment, and statistics listed on the character record sheet.
Get as much detailed information about the hero as possible. The process helps the player concentrate on aspects of the character that might otherwise be overlooked, and the player can probably role-play the champion more convincingly and consistently afterward. Your increased knowledge of the character allows you not only to tailor adventures for the hero but it gives you a clearer picture of how an NPC might perceive that champion, which improves your role-playing as well. A good profile should contain the information described below. You can make up a form for your players to fill out, or you can ask the player a series of questions and record the answers yourself. It doesn't matter how you collect the information, as long as you get it in a form you can use.
Occupation: Most people define themselves by what they do. A player who lists a character's occupation as semi-retired adventurer has a mental image different from a player who sees the same character as a country squire. Occupation also helps determine what the character does when not adventuring. A semi-retired adventurer probably spends a lot of time swapping tales about old adventures and listening for rumors. A country squire probably spends a reasonable amount of time managing property and pursuing outdoor activities, such as riding or hunting.
Personality: This refers to the character's general behavior, temperament, wit, sense of humor, and other non-physical traits. Ask the player to sum up the character in a few paragraphs. This information should give you a clearer picture of what the player is trying to do with the character.
General Appearance: This is what the character looks like. The player should note the character's hair, eye, and skin color, favorite clothing, height, weight, favorite equipment, and so on. The list should start with what a person might see when glancing at the character and finish with what might be seen if a person studies the character for awhile.
Distinguishing Features or Habits: These are personal oddities and quirks that might not be immediately visible. A fighter's buck teeth or funny cowlick won't be noticed while the warrior is wearing a helmet. This category includes things such as birthmarks, scars, tattoos, and the like. It also includes favorite expressions, nervous habits, speech patterns, and anything else that make the character unique.
Tastes and Preferences: Note the character's hobbies and other leisure pursuits, favorite foods, favorite color, collections, pets, and the like. Also note things the character doesn't like; activities the character finds particularly distasteful or boring, foods the character refuses to eat, least favorite animals, etc.
Residence: This is where the character lives. At the minimum, note the place's location, size, and state of repair. It is best, however, to have the player make up a detailed floor plan and description of the character's home. Also make a few notes about the surrounding area's geography and politics.
Ideally, this should be a miniature dungeon complete with room by room descriptions, specific spell effects, guard strengths, wards in place, etc. As DM, you'll need to look this over very carefully. Not only do 0-level servants probably work here, but it has to be a livable space as well. If the villain comes to visit, the PC might be thankful for the emergency exit installed during the construction.
History: This includes the character's race, when and where the character was born, and where the character was raised and educated. Note the role that parents or other relatives played in the character's early life. If the character is an orphan, find out who filled the parental role. Make a list of the hero's living relations, children, and spouse (if any).
Friends and Allies: Note an influential acquaintance the character might have. List
the PC's close friends and long-time associates. Include all of the hero's important employees and henchmen (unless they belong on the enemies list). Make special note of anybody the character meets or interacts with on a regular basis.
Enemies: List the character's enemies. Start with personal enemies of the character. Note the reasons for the animosity. List anyone with interests or desires that are contrary to those of the character, and note the source of the contention.
Short-Term Goals: Consider what the character hopes to accomplish in the near future. Find out what problems or opportunities currently loom the largest in the character's mind (this requires frequent updating).
Long-Term Goals: Consider the character's plans and ambitions for the distant future. Find out what the character does if his goals are achieved. Find out what the character does if the goals cannot be achieved.