The Challenge of Epic-Level Campaigns!

SHARK

First Post
Greetings!


Epic-Level Campaigns


In reading several threads of late that deal with epic level campaigns it occurs to me that epic level campaigns are often little understood, and/or poorly executed. Indeed, many people seem apprehensive about running or playing in epic level campaigns. That apprehension seems to be based on the experience of Game-Masters who often have poor execution of such an epic campaign, or players who see epic-level campaigning as little more than an exercise in number-crunching to achieve an easy victory over an ever-larger stat-block dressed up in a different suite!

Certainly, opponents that are opposing characters that are 20th, 25th, or 30th level require more robust and potent abilities, stats, and magic items. However, having more fun with epic-level campaigns, and getting more satisfaction out of that level of play requires both the Game-Master and the players to change the way they think. They must change their paradigms in the whole way they look at their characters, and the world.

To be most effective, I would suggest that this process of changing one’s paradigm be pursued at a much earlier time than when the characters reach 20th level. Problems arise in thinking of “Role-Playing” or “Hack-and-Slash” as either/or propositions. In my experience, it is a balanced synthesis of—BOTH—driving concepts that will elevate everyone’s playing experience to the higher level of epic-level campaigns. That isn’t to say that the “Higher-Level” of play is in some way an intellectual besmirchement upon people who don’t play with such a paradigm, but rather, and acknowledgement that epic-level campaigns involve a greater level of detail, complexity, and sophistication that taking an “either/or” approach just can’t deal with effectively.

Admittedly, the core rules don’t address these concepts at all, or only address them in passing with the most minimal in discussion. It is understandable that many people—Game-Master’s and players alike—often feel lost and overwhelmed in such an environment. However, with a greater degree of thought, open-mindedness, and a willingness to change one’s paradigm can make entering into epic-level campaigns more successful and more enjoyable.

In my own campaigns—some of which feature player characters that are a minimum of 18th level—several different details and approaches stand out. Characters that are of epic-level in experience and power have vast resources and abilities that lower-level characters just don’t have. This is as true for player-characters as it is for monsters and non-player characters, enemies and friends alike. For example:

(1) Forget the core rules implication that parties are made up of four characters. Even if there are only four such player-characters, they will almost certainly have access to regiments of followers, cohorts, and soldiers. This will have a huge impact in the entire way that adventures unfold, and are pursued. Enemies will not be conquered by a group of four individuals, no matter how powerful or how well equipped. This fact will change the entire array of options and approaches that player-characters can choose to take in pursuing a particular adventure. This must be understood, in order to design adventures that are interesting, and challenging.

(2) Player-characters of epic-level should have diverse, well-developed backgrounds, as well as many different interests. It is from these richly detailed backgrounds and interests that interesting epic-level campaigns are often made of. Likewise, enemies are not merely dressed-up stat-blocks, but they too will have richly detailed backgrounds, and diverse interests.

(3) Epic-level campaigns should, and will have fantastic combats and epic fights. However, these episodes of bloody and decisive combat should be carefully integrated with those richly detailed backgrounds and diverse interests. Enemies will have networks of intelligent, well-equipped servants and allies that will operate intelligently, using all of their resources to protect themselves and achieve their own goals. They won’t merely stand still and let the player-characters take the initiative and slaughter them.

What does all of this mean? At epic-levels, the Game-Master should be prepared to role-play different relationships with player-characters, and all of their families, lovers, and friends, and so on to a much higher degree of emotional and relational depth. An epic-level adventure may involve the salvation of a player-character’s reputation before a court of jealous, power-hungry nobles, or it may involve careful negotiations with the city of Cloud Giants before being able to move on to assault the Citadel of Fire, ruled by powerful half-fiend champions and their demonic minions. The player-characters have higher skills to achieve various skill-checks, but the challenges, whether it is scaling a 2000-foot cliff face while being attacked by demonic Gargoyles, or attempting to persuade the haughty Cloud-Giant Prince to support the attack with some of his valiant champions, are going to be far more difficult. Characters of lower level wouldn’t have the abilities or resources to deal with such circumstances and situations. Such player characters may have to involve themselves with a girlfriend who has fallen in love with the vampire-lord, or deal with a noble father who has decided that the kingdom can only be made safe by exterminating the herds of Centaurs from the realm!

Many political, romantic, or relational problems have nothing to do with whether or not the player-characters have a +5 Vorpal sword, or a Hammer of Doom. It has far more to do with who the player-characters are as people, and what their characters are really like, and what they value and what they stand for. The adversaries that face the player-characters should be played with the utmost in appropriate intelligence, ruthlessness, and ability, while other challenges may have absolutely nothing to do with “stats” but everything to do with what kind of relationship they have forged in years past with the King’s sister, or that young Silver Dragon, or what kinds of issues the party has stood for in the past, throughout their careers.

With such a different paradigm in mind, playing with characters that are 20th, 25th, or 30th level may certainly be more complex and challenging, but epic-level campaigns can indeed be far more interesting and rewarding than ever imagined. The Game-Master and the players much change their paradigms though, for this to be achieved.

Semper Fidelis,

SHARK
 

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Hey SHARK! Congrats and all....

I've always liked "Epic" level play... I even like running it as a DM. My belief is that at high levels the goal of the game changes... it isn't about whether the PCs "survive" any longer it's about whether they complete "their" goals.

This is the paradigm I believe needs to change for Epic to be fun... but as with most things YMMV.
 

I'm not so much worried about the character background or enemy background. I'm more concered with tips on how to run the NPCs. During the middle of a game I don't want to have to remember to have the evil wizard cast stoneskin. Simple mistakes like that can turn an epic fight into a cakewalk.
 

I still don't see a difference between what you are advicating any any good campain. Epic levels imply almost godlike in power. Any good campain has plots and character development. How should Epic games reflect the greater power of the characters?
 

DM to DM.... have your players give you the "standard" list of risiduals they use and use it on the enemy. Also make form lists based on situation for NPC casters these can be reused ALOT... there are optimum choices Epic NPCs will uses these as well as the PCs...

I guess what I'm getting at is "Have your Players do the work".:D
 

Greetings!

Hey Limper! That's the spirit!:) I agree fully.

BiggusGeekus wrote:
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Quote:

"I'm more concered with tips on how to run the NPCs. During the middle of a game I don't want to have to remember to have the evil wizard cast stoneskin. Simple mistakes like that can turn an epic fight into a cakewalk."
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End Quote.

Indeed, BiggusGeekus. However, I might suggest that that problem, such as it is, has more to do with technical preparation of combat details, spell-menus, and organization, than epic-level campaigns. Such challenges certainly are present if the party encounters six 15th level wizards as well.

Epic-level play has far more to do with character background, motivations, personality conflicts, and integration of greater magical, combat, relational, and organizational resources, a broader scope of personal goals, as well as the parameters of the adventure.:)

Bolen wrote:
____________________________________________________
Quote:

"I still don't see a difference between what you are advicating any any good campain. Epic levels imply almost godlike in power. Any good campain has plots and character development. How should Epic games reflect the greater power of the characters?"
____________________________________________________
End Quote.

Well, Bolen, epic-level play can *include* god-like power, but it doesn't *have* to. A good campaign that has richly detailed background, motivations, and personalities, as well as a highly detailed and *interactive* environment shouldn't really have any problems with epic-level campaigns.:)

In addition, epic-level campaigns can reflect the greater power of characters in romantic achievement, political power, enhanced personal relationships, more interesting magical integration, societal impact, cultural exploration, personal exploration, and different kinds of goal achievement, all of which may have little to do with overwhelming firepower, or other "godlike" powers.

Semper Fidelis,

SHARK
 


Well, I would like to present one possible alternative to the Shark norm, if I may be so bold.

You've suggested that by the time epic play is introduced, the characters are massivly influencial, and have almost certainly access to numerous followers and what not.

That does work well, and in the previous campaign in the world we've played, that is how it worked. It was our DM's attempt to create a mythology for his world and thus, everything was big. We refounded and empire, unified a continent, and generaled and fought in the largest battles and wars every seen on his world. In the end, the was sacrifice, sadness, and ascension. Some PCs and important NPCs arose to take their places in the halls of the god, some fulfilled a potential planted long ago and became the dragons of the world, enabling the dragons old to leave, and some were allowed to rest.

Now, in the future when those events are myths, the world still has conflict, but never on that scale. Recently my DM confided in me that he really didn't want to do the same thing again, as it tends to get stale and though we were involved in the politics of that same empire again, he didn't want a simple repeat.

I gave him an example of a more personal version of Epic.

So, I suggested to him that the characters gain influence and put forth their own goals, there should be a point (in this case, 20th level) where they have to part and go their own ways.

Flash forward ten or fifteen years. Some of the heros have been passing information back and forth. A threat arises (the example I used was the opening of portals from the Far Realms) that had been encountered early in the campaign, but ignored. The problem has grown worse, and in all probablilities, the world has only so much time left. Magic had never been able to deal with these kinds of problems and its far too late to begin research now. The various people the PCs answer to won't see any threat because it seems so isolated and cooincidental. In addition, political problems in the empire have brought about talk of civil war, and the PCs, as people with influence within it, must make a difficult choice. Their continued influence might prevent their homeland from being torn apart, but there are far worse problems that noone else seems to understand. At this point, the characters must divorce themself from their concerns, from their very lives, and persue ancient knowledge.

After this, I wove him a plot involving the introduction of epic magic, personal attention of the gods, trips through the realms of shadow and the halls of the dead, and a desperate quest to find the ancients who left the world for other planes long ago.

The characters will be cut off from their lives by a problem that can't be solved by throwing armies at it, and thus it becomes very personal. The very nature of the journey they take will warrent their continued advance, and once they've finished...hopefully on a positive note...they have to face the fact that they might not have homes to return to.

Now, it was just something I plucked out of my mind, but my DM was grinning when I finished, and he tells me he's sure it won't be stale. ^_^
 

Greetings!

Indeed, that is something that I think is the best about epic-level campaigns is that there are so many options. Options in enemies, travel, friends, goals, everything. If one wants to get involved in politics, one can. If one wants to set up mining operations, a trade caravan, or build a castle--all of such are possible. Characters of far less power, wealth, and ability, are decidedly less flexible and open to really different possibilities.:)

Semper Fidelis,

SHARK
 

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