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Pros and Cons of Epic Level Play?
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<blockquote data-quote="Aenghus" data-source="post: 6284133" data-attributes="member: 2656"><p>While using entirely different rules for different tiers of D&D is a valid approach, I don't think it's required by any means. I find the slow accretion of rules systems relevant to the current campaign activities ( if needed) works better for my purposes. Campaign transformations risk losing the interest of some players, as they may ( or may not) reengage the interest of those disaffected with the original campaign style. I would never drastically transform a campaign without a lot of consultation with those involved.</p><p></p><p></p><p>Yes, maintaining a similar style of play over a long time can artificially constrain the viable plot lines, but if that's what everyone involved wants it's fine. Action movies allow the protagonists to solve problems with muscular action, and depending on how well this is done the fans of such movies accept the plot limitations required (it's subjective when a plot becomes too dumb to stand). My feeling is that domain management and large scale D&D wargames have a limited appeal - the rules in these areas tend to be poorly playtested and incoherent across the various editions of D&D.</p><p></p><p>I do think it's possible to provide a qualitatively different experience to the players at each tier without drastically changing the rules, by changing the metagame and establishing viable expectations for that tier of the game by good communication.</p><p></p><p>Epic play in 4e never matured and we lack good printed examples from adventures - but I can clearly see written between the lines of epic destinies and DMG advice, that 4e epic PCs increasingly transcend the non-combat rules as they rise in epic levels. Epic PCs could be able to steal concepts, go anywhere, mock death, cleave through mountains. These sorts of activities are so idiosyncratic, so personal that IMO they are the epitome of a rulings not rules sort of thing, (which is paradoxical for me as I love my clear black and white rules).</p><p></p><p>IMO there is no automatic one-to-one correlation between the game rules used and the scale of plots being used- I do believe rules matter, for issues pertaining to rules, but there are always many elements of a game which don't depend on rules.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6284133, member: 2656"] While using entirely different rules for different tiers of D&D is a valid approach, I don't think it's required by any means. I find the slow accretion of rules systems relevant to the current campaign activities ( if needed) works better for my purposes. Campaign transformations risk losing the interest of some players, as they may ( or may not) reengage the interest of those disaffected with the original campaign style. I would never drastically transform a campaign without a lot of consultation with those involved. Yes, maintaining a similar style of play over a long time can artificially constrain the viable plot lines, but if that's what everyone involved wants it's fine. Action movies allow the protagonists to solve problems with muscular action, and depending on how well this is done the fans of such movies accept the plot limitations required (it's subjective when a plot becomes too dumb to stand). My feeling is that domain management and large scale D&D wargames have a limited appeal - the rules in these areas tend to be poorly playtested and incoherent across the various editions of D&D. I do think it's possible to provide a qualitatively different experience to the players at each tier without drastically changing the rules, by changing the metagame and establishing viable expectations for that tier of the game by good communication. Epic play in 4e never matured and we lack good printed examples from adventures - but I can clearly see written between the lines of epic destinies and DMG advice, that 4e epic PCs increasingly transcend the non-combat rules as they rise in epic levels. Epic PCs could be able to steal concepts, go anywhere, mock death, cleave through mountains. These sorts of activities are so idiosyncratic, so personal that IMO they are the epitome of a rulings not rules sort of thing, (which is paradoxical for me as I love my clear black and white rules). IMO there is no automatic one-to-one correlation between the game rules used and the scale of plots being used- I do believe rules matter, for issues pertaining to rules, but there are always many elements of a game which don't depend on rules. [/QUOTE]
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