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How do you expect high level play to differ from low level play in a high fantasy RPG?
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<blockquote data-quote="Randomthoughts" data-source="post: 8275401" data-attributes="member: 6681248"><p>It's been a long time I've ran an Epic-level campaign but 4e's tiers of play would be the closest template I'd follow for High Fantasy. In the ones I've planned (but never finished), I adjusted the scale a bit so that the high end is "just"</p><p>world changing (versus multi-verse). I find that scale to be a bit too much for my personal tastes. A few more expectations:</p><ul> <li data-xf-list-type="ul"><strong>Very Personal. </strong>High level should be closely linked to the PCs, whether their (Epic) Destiny or backstory. The PCs should be able to make world changing contributions that can be permanent. That's why I would find using pre-made material difficult beyond inspiration (and stealing ideas for encounters).</li> <li data-xf-list-type="ul"><strong>Go For Broke: </strong>Everything should be on the line. The plots are world shaking and consequences and failures have a material and lasting effect on the PCs and especially the world.</li> <li data-xf-list-type="ul"><strong>Don't Sweat the Small Stuff: </strong>PCs shouldn't need to track mundane matters like rations, ammo, etc. I would expect PCs would have a base of operations (up to and including a kingdom or realm) and support staff to deal with trivial matters.</li> </ul></blockquote><p></p>
[QUOTE="Randomthoughts, post: 8275401, member: 6681248"] It's been a long time I've ran an Epic-level campaign but 4e's tiers of play would be the closest template I'd follow for High Fantasy. In the ones I've planned (but never finished), I adjusted the scale a bit so that the high end is "just" world changing (versus multi-verse). I find that scale to be a bit too much for my personal tastes. A few more expectations: [LIST] [*][B]Very Personal. [/B]High level should be closely linked to the PCs, whether their (Epic) Destiny or backstory. The PCs should be able to make world changing contributions that can be permanent. That's why I would find using pre-made material difficult beyond inspiration (and stealing ideas for encounters). [*][B]Go For Broke: [/B]Everything should be on the line. The plots are world shaking and consequences and failures have a material and lasting effect on the PCs and especially the world. [*][B]Don't Sweat the Small Stuff: [/B]PCs shouldn't need to track mundane matters like rations, ammo, etc. I would expect PCs would have a base of operations (up to and including a kingdom or realm) and support staff to deal with trivial matters. [/LIST] [/QUOTE]
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How do you expect high level play to differ from low level play in a high fantasy RPG?
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