And this is NOT A BAD THING.
A common folly of most DMs I know is persisting on the idea of running the same basic plots at high levels, only to kick and scream that "the game is broken" because the table's lvl 12 diviner solves their "clever, intricate murder mystery" in six seconds.
But... what is a low-level Plot?
Be understood a Low Level Plot as an adventure premise that only works on PC parties with the minimum amount of agency contemplated in a given game. As PCs numbers grow bigger and their abilities' repertoire grows, so does their ability to trivialize an increasing number of premises. Furthermore, if we're talking about non zero-to-hero games, they're likely to have said "disruptive" abilities at their disposal from the start:
- Characters with flight or otherwise "travel powers" make of "the trip to PLACE!" sessions a non-issue and void most environment-based hazards and obstructions.
- Genius-type characters void "Go ask the sagely NPC" hooks since they can figure out solutions themselves (because, you know, that's their whole schtick and raison d'etre).
- ESPers or otherwise "diviner"-type characters bypass any "detective stories" (or, at the very least, easily skip over half the loops the GM had planned).
- Any characters able to do "tunneling" or straight punch through walls dismantle "dungeons" in minutes.
Bad GMs throw a fit and resort to Pre-Emptive Gaming, constantly coming up with ways to cancel the PCs abilities in order to force the players through the hoops they had planned:
- Even 7/11s are warded against divinations.
- Every-single enemy is fire-based once the wizard learns Fireball.
- All buildings in the city are made of Antiplayerium
Good GMs adapt and make their peace with the fact that heroes of different power levels have different stories.
Superman isn't supposed to care for petty crooks (leave those to Robin!), and you don't use Superman in a Nancy Drew novel, he'd just use his super-senses and X-ray vision to uncover the culprit right away. He's supposed to be out there saving sinking ships trapped in hurricanes in the middle of the Pacific: a needle in a haysack only he can pinpoint with his world-reaching super-hearing and only he can reach in time with his hyper sonic speed before all crew is dead. When he fights, he fights other terrestrial gods without secrets or weaknesses that no one but him can fight.
Batman no longer cares for petty muggers in Detective Comics (ok, he does, but he does his beat "off camera," one-sided beatdowns don't make for engaging stories), he chases the masterminds behind global conspiracies that use nameless operatives without fingerprints, are fed by slush funds no sane person can track, have meetings in ultra-high security facilities not even other metahumans can easily access, and plan webs of schemes that often take outright unnaturally accurate leaps of logic to untangle (remember, Batman is NOT "a normal human"). When he fights, he fights super-criminals of low-to moderate metahuman ability that fight dirty and constantly deploy abusive tactics of the kind that would kill any other vigilante dead without the chance to fight back (and would have your players flipping the table at you)... but not Batman, since he's a master tactician and is prepared for everything.
In zero-to-hero games (i.e dnd and all its derivatives), the narrative and dynamics likewise have to change as the PCs go up in levels: