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General Tabletop Discussion
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High Tiers = Superheroes
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<blockquote data-quote="Yaarel" data-source="post: 9049065" data-attributes="member: 58172"><p>With regard to worldbuilding, dealing with world-altering high tier characters relates to dealing with immortal Elves.</p><p></p><p>In a low tier Tolkienesque setting, the DM ignores the problematic.</p><p></p><p>But in a high tier adventure, it becomes less possible to ignore the consequences of character actions.</p><p></p><p>With regard to the Elves, I have them culturally relocate when they become "adults" at age 100. They spend the hundred years deciding who they are and what they want to do for eternity. They can change their mind later, but this is a big-deal decision. It feels a bit like choosing what to do in college, but perhaps many times more stressful. With Norseque flavor in mind, the adult Elves focus on shaping the fate of the multiverse. Typically, the feminines (females including some males and others) foresee and decide the good fates of individual creatures. A good fate means a successful and enduring legacy, and is often but not necessarily pleasing. Meanwhile the masculines (males including some females and others) go on missions to secure a fate. There are individual Elves who want nothing to do with this elven cultural expectation, but for the most part, it is a "safe" place where a DM can put immortal Elves. I put these Elves in the "Border Feywild", part of the Ethereal plane that overlaps both the Material and the Feywild, and up in the sky above the clouds.</p><p></p><p>There are superhero narratives where the power of superheroes does impact the entire world, including Superman going rogue in various scenarios. But generally, the Good superheroes value freedom and for this reason minimal-ize the way that they interfere with world.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9049065, member: 58172"] With regard to worldbuilding, dealing with world-altering high tier characters relates to dealing with immortal Elves. In a low tier Tolkienesque setting, the DM ignores the problematic. But in a high tier adventure, it becomes less possible to ignore the consequences of character actions. With regard to the Elves, I have them culturally relocate when they become "adults" at age 100. They spend the hundred years deciding who they are and what they want to do for eternity. They can change their mind later, but this is a big-deal decision. It feels a bit like choosing what to do in college, but perhaps many times more stressful. With Norseque flavor in mind, the adult Elves focus on shaping the fate of the multiverse. Typically, the feminines (females including some males and others) foresee and decide the good fates of individual creatures. A good fate means a successful and enduring legacy, and is often but not necessarily pleasing. Meanwhile the masculines (males including some females and others) go on missions to secure a fate. There are individual Elves who want nothing to do with this elven cultural expectation, but for the most part, it is a "safe" place where a DM can put immortal Elves. I put these Elves in the "Border Feywild", part of the Ethereal plane that overlaps both the Material and the Feywild, and up in the sky above the clouds. There are superhero narratives where the power of superheroes does impact the entire world, including Superman going rogue in various scenarios. But generally, the Good superheroes value freedom and for this reason minimal-ize the way that they interfere with world. [/QUOTE]
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