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<blockquote data-quote="CleverNickName" data-source="post: 9321505" data-attributes="member: 50987"><p>I'm confused. You say it doesn't work, then give two examples of how it <em>does </em>work (<em>Don Quixote, Pickwick Papers</em>).</p><p></p><p>I think the word "epic" is causing the confusion here. This thread uses the word Epic to describe "a big, campaign-length adventure," so that's the definition I'm going with--not the narrative genre like the <em>Epic of Gilgamesh </em>or the <em>Odyssey</em>. So by this thread's definition, I've been chaining small modules together to create entire "Epics" since high school.</p><p></p><p>Here's one of my favorites; I must have done this one a half-dozen times over the decades:</p><ul> <li data-xf-list-type="ul">The party of adventurers meet up and run through module B2, <em>The Keep on the Borderlands. </em>They meet (and defeat) the Cult of Chaos, but the cult leaders escape. The Duke charges the party with bringing these evildoers to justice.</li> <li data-xf-list-type="ul">They chase the cultists east toward the Sind desert, but get lost in a sandstorm and stumble upon the entrance to a pyramid. (Run module B4, <em>The Lost City.</em>) Here they find the first clues of a mysterious "Master" that is rising to power in the east. The Cynidiceans thank them for their help and send them on their way.</li> <li data-xf-list-type="ul">The party picks up the trail of the cultists once more, and follows them to a village deep in the desert. The link between the mysterious Master and the Cult of Chaos is confirmed, and the party discovers that the Master is building an army. They race across the Great Pass to avert an invasion. (Run module X4, <em>Master of the Desert Nomads.</em>)</li> <li data-xf-list-type="ul">The party arrives in the land of Hule, makes their way through the Dark Wood, and faces off against the mysterious Master. (Run module X5, <em>Temple of Death.</em>)</li> <li data-xf-list-type="ul">With the Master captured and imprisoned, the party leads diplomatic missions to raise an army to defend the Republic of Darokin. The Master's troops, bent on rescuing their Master from the hands of his captors, lays siege to Akesoli, and war erupts. (Run module X10, <em>Red Arrow, Black Shield</em>).</li> <li data-xf-list-type="ul">The war is finally over. The Master is locked away for his crimes, the party is hailed as heroes, and the nations are once again united under the banner of peace. Our heroes have gone from 1st level to 15th level, and are now ready to kick off Act II--two years have passed, and word of the heroes' fame has spread to the ears of King Ericall of Norwold. (Begin module CM1, <em>Test of the Warlords</em>).</li> </ul><p>One module (B2) leading into another (B4), which leads into another (X4), and so on (X5, X10), to tell a grand story (the party must find and put an end to the evil Master and his army.) One time I managed to work X6, <em>Quagmire! </em>and B7, <em>Rahasia </em>into the mix as well.</p><p></p><p>Good times, good times.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9321505, member: 50987"] I'm confused. You say it doesn't work, then give two examples of how it [I]does [/I]work ([I]Don Quixote, Pickwick Papers[/I]). I think the word "epic" is causing the confusion here. This thread uses the word Epic to describe "a big, campaign-length adventure," so that's the definition I'm going with--not the narrative genre like the [I]Epic of Gilgamesh [/I]or the [I]Odyssey[/I]. So by this thread's definition, I've been chaining small modules together to create entire "Epics" since high school. Here's one of my favorites; I must have done this one a half-dozen times over the decades: [LIST] [*]The party of adventurers meet up and run through module B2, [I]The Keep on the Borderlands. [/I]They meet (and defeat) the Cult of Chaos, but the cult leaders escape. The Duke charges the party with bringing these evildoers to justice. [*]They chase the cultists east toward the Sind desert, but get lost in a sandstorm and stumble upon the entrance to a pyramid. (Run module B4, [I]The Lost City.[/I]) Here they find the first clues of a mysterious "Master" that is rising to power in the east. The Cynidiceans thank them for their help and send them on their way. [*]The party picks up the trail of the cultists once more, and follows them to a village deep in the desert. The link between the mysterious Master and the Cult of Chaos is confirmed, and the party discovers that the Master is building an army. They race across the Great Pass to avert an invasion. (Run module X4, [I]Master of the Desert Nomads.[/I]) [*]The party arrives in the land of Hule, makes their way through the Dark Wood, and faces off against the mysterious Master. (Run module X5, [I]Temple of Death.[/I]) [*]With the Master captured and imprisoned, the party leads diplomatic missions to raise an army to defend the Republic of Darokin. The Master's troops, bent on rescuing their Master from the hands of his captors, lays siege to Akesoli, and war erupts. (Run module X10, [I]Red Arrow, Black Shield[/I]). [*]The war is finally over. The Master is locked away for his crimes, the party is hailed as heroes, and the nations are once again united under the banner of peace. Our heroes have gone from 1st level to 15th level, and are now ready to kick off Act II--two years have passed, and word of the heroes' fame has spread to the ears of King Ericall of Norwold. (Begin module CM1, [I]Test of the Warlords[/I]). [/LIST] One module (B2) leading into another (B4), which leads into another (X4), and so on (X5, X10), to tell a grand story (the party must find and put an end to the evil Master and his army.) One time I managed to work X6, [I]Quagmire! [/I]and B7, [I]Rahasia [/I]into the mix as well. Good times, good times. [/QUOTE]
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