Lord Zardoz
Explorer
By a general consensus definition, Epic has basically the point at which your characters become living gods, and possibly able to take true gods in combat. That kind of game is pretty hard to keep going from a narrative standpoint, since there are very few fantasy tropes that can hold up plot wise.
Lets say the DM has a great idea for an undead cult worshipping some secretive and ancient demigod who has a standard issue evil plan. It is pretty easy to make this cult seem impressive and powerful for lower level play. It is more difficult when the players stand a reasonable chance of discovering the location of that deity, plane shifting over, and handing his ass to him when one of your players manages to remember some throw away plot element you mentioned back in the heroic tier about the location of a suitably powerful artifact. It also drives some DM's nuts when within the framework of the rules he is playing under, hunting down an evil demi-god and killing it is a perfectly reasonable course of action.
The result: What was meant to give the DM about 10 or so games of intrigue and mystery oriented gameplay ends up being distilled down to 1 game of intrigue and gameplay and 1 game of kicking down the door and killing the DM's poor defenseless plot device.
There is nothing wrong with this course of action for the DM though. And the great upshot is that for DM's who have been yearning for that kind of game, it should be mechanically stable enough to make running it a reasonable proposition.
END COMMUNICATION
Lets say the DM has a great idea for an undead cult worshipping some secretive and ancient demigod who has a standard issue evil plan. It is pretty easy to make this cult seem impressive and powerful for lower level play. It is more difficult when the players stand a reasonable chance of discovering the location of that deity, plane shifting over, and handing his ass to him when one of your players manages to remember some throw away plot element you mentioned back in the heroic tier about the location of a suitably powerful artifact. It also drives some DM's nuts when within the framework of the rules he is playing under, hunting down an evil demi-god and killing it is a perfectly reasonable course of action.
The result: What was meant to give the DM about 10 or so games of intrigue and mystery oriented gameplay ends up being distilled down to 1 game of intrigue and gameplay and 1 game of kicking down the door and killing the DM's poor defenseless plot device.
There is nothing wrong with this course of action for the DM though. And the great upshot is that for DM's who have been yearning for that kind of game, it should be mechanically stable enough to make running it a reasonable proposition.
END COMMUNICATION