Although I doubt that a DM without the Munchkin syndrome can lead several PC to such apexes of power without getting a few clues on how to run the campaign, the high level campaigns has several very good guiding lights for those DMs that have strayed into the darkness and can't get out ( overpowerful items, characters, and other forms of blight). This should have included some type of section dealing with STRIPPING overly mighty characters of their powers within the bounds of rational role-playing. Overall, I find that some sections of this book should have actually been included in the basic rules several years ago, rather than be used as a leaky life-boat for a dying game. Useful, but less than spectacular.