WizarDru
Adventurer
I can't emphasize this point enough. Unless the party lives in a total vacuum, they will have friends, family, relationships, associations, organizations and just plain innocent bystanders to worry about. As one of my players has commented, essentially, the problem isn't being a big gun, it's being pointed at the right location. Focusing on one problem means, by necessity, not focusing on another.Piratecat said:I'm finding that instead of ratcheting up the lethality rate, I'm making the consequences for failure much more severe. In an upcoming game the PCs may or may not get killed by a bunch of devils holding a temple of Yondalla hostage, but those poor halflings in there are largely going to fold like tenpins if the PCs aren't precise and effective.
As for the issue of having epic monsters and bad guys, my main solution to introducing them has been that they generally hold each other in check, until the PCs became strong enough to upset the balance of power. Fraz Urb Luu's background manuevering was virtually unnoticable by the general populace, until the PCs stumbled across too many of his plans. The Scarlet Brotherhood and the Four Winds didn't concern themselves with the affairs of the PCs specifically, until the PCs became powerbrokers. The Shadowtaker didn't send assassins after them until it became clear that sooner or later, they'd figure out who he was and come gunning for him.
Plus, as has been mentioned elsewhere, Planar adventures become huge when you're Epic. Travelling to a pocket demi-plane to lay the smack down on someone, popping off to Sigil and then stopping by the City of Brass...all in a day's work. Have fun with it. The more offbeat or fantastic, the better, IMHO.