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Pros and Cons of Epic Level Play?
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<blockquote data-quote="Manbearcat" data-source="post: 6284774" data-attributes="member: 6696971"><p>As often happens in threads as of late (which is primarily why I'm less and less interested in posting), I can't get my head around what is being said. It seems like the signal of premise to be addressed is drowned by other, often unrelated/nonsupporting/at-odds-with, noisy statements.</p><p></p><p>There seems to be a premise that is something about "in order for Epic play to be functionally compelling, the system's PC build components and resolution schemes should change dynamically to support the end game, which should diverge dramatically from an adventurer warding off goblins from a frontier village." For example, transcending being a singular PC (with relevant point of view, build components, and choices related to those two interfacing) and becoming an overseer of a network who works as proxies; such as in a domain management system (stronghold, wizard tower, etc). <strong>Is that a position that is being put forth?</strong></p><p></p><p>Related to the above, there seems to be a premise that is something about "decision-making necessarily must move from the immediate and tactical to one best encapsulated by a strategic, wide/long-view (spatially and temporally) for Epic play to be functionally compelling." <strong>Is that a position that is being put forth?</strong></p><p></p><p>There also seems to be a premise that is something about "taking on more powerful/influential antagonists doesn't necessitate a visceral 'Epic' experience...being at odds with demon lords versus demon servitors, on its own, bears no difference in feel. It is not definitional for this evolution of antagonist power/influence to bear out a difference in scale/stakes. If a GM just makes the bad guys a collection of bigger numbers/more potent abilities, with no attendant observation of the two premises above, then Epic play fails to be functionally compelling." <strong> Is that a position that is being put forth?</strong></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6284774, member: 6696971"] As often happens in threads as of late (which is primarily why I'm less and less interested in posting), I can't get my head around what is being said. It seems like the signal of premise to be addressed is drowned by other, often unrelated/nonsupporting/at-odds-with, noisy statements. There seems to be a premise that is something about "in order for Epic play to be functionally compelling, the system's PC build components and resolution schemes should change dynamically to support the end game, which should diverge dramatically from an adventurer warding off goblins from a frontier village." For example, transcending being a singular PC (with relevant point of view, build components, and choices related to those two interfacing) and becoming an overseer of a network who works as proxies; such as in a domain management system (stronghold, wizard tower, etc). [B]Is that a position that is being put forth?[/B] Related to the above, there seems to be a premise that is something about "decision-making necessarily must move from the immediate and tactical to one best encapsulated by a strategic, wide/long-view (spatially and temporally) for Epic play to be functionally compelling." [B]Is that a position that is being put forth?[/B] There also seems to be a premise that is something about "taking on more powerful/influential antagonists doesn't necessitate a visceral 'Epic' experience...being at odds with demon lords versus demon servitors, on its own, bears no difference in feel. It is not definitional for this evolution of antagonist power/influence to bear out a difference in scale/stakes. If a GM just makes the bad guys a collection of bigger numbers/more potent abilities, with no attendant observation of the two premises above, then Epic play fails to be functionally compelling." [B] Is that a position that is being put forth?[/B] [/QUOTE]
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Pros and Cons of Epic Level Play?
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