AbdulAlhazred
Legend
Indeed. We generally used to bypass the villains army/servants (when possible) and go straight for the jugular (Command Tent, Throne Room, Divine Realm). A typical ultra-high level 'adventure' was probably 3-4 encounters. The whole idea of having 90 epic tier encounters building up to a confrontation with Orcus just seems a bit pedantic. Cut the head off the snake and the body dies.
Plan A: Get in - Kill The Guards - Kill Him - Get Out. End of.
Plan B: We need Macguffin 'x' to have a chance. Travel to the Place - Kill the Guards - Get It - Get Out - See Plan A.
Plan C: Infiltration, we need some piece of information (location of Macguffin 'x' maybe). Sneak In - Kill The Guards (and take their uniforms) - Find the Information - Get Out - See Plan B.
Plan D: We can't kill the BBEG directly (political reasons maybe, or just he is that powerful), so we have to weaken him indirectly. Find his weakness(es) - Exploit Them - Kill Some Guards anyway - Get Out - See Plan C.
Plan E: We need to Defend Something or Someone from the forces of the BBEG, who have invaded. We Are The Guards (so don't get killed) - Hold the Line - Attack Retreating Enemy - See Plan D for seeking revenge.
So most of the time, the goal will be simple (defeat the BBEG). In and of itself thats a very short adventure. You can expand it by putting more and more obstacles in the way and shifting the goalposts to different objectives.
However, you have to imagine that there is a limit to how far you can credibly stretch out a threat/theme before it gets a bit stale.
Well, there is a LOT more to an epic story arc, potentially. It could go something like:
- Appearance of the threat. In the course of tying up whatever portion of the story happens in paragon tier the characters become aware of a greater threat. This threat might already be implicit in the setting, but it now becomes a matter that has direct relevance for the PCs. This phase further involves the acquisition of knowledge and information. This is good for at least 1 and possibly 2-3 adventures.
- Reconnaissance. Once some information has been gathered on the possible nature of the threat the party sets out to find answers to questions which require interacting with the threat in a fairly direct manner. This could be investigating remote locations, etc. The general theme being learning more directly and answering specific questions.
- Marshalling of Forces. McGuffins may need to be gathered or made, specific allies recruited, etc. The characters acquire the tools needed to defeat the threat.
- Direct Action. The characters take on the threat directly, ultimately leading to their victory or defeat.
I can't imagine not being able to fill 10 levels with this kind of thing. It really shouldn't be that hard at all. I can also imagine condensing it all down to a single level if you were so inclined.
Note too that while all elements will have some overall thematic linkage they don't require a narrow kind of tactical theme. The characters might need to engage the mighty Arch Fey in the course of seeking knowledge and information. This could involve various fetch quests, etc. Then they might need to seek a lost library in the Elemental Chaos (or some remote location in the world etc). Each of these can involve totally different kinds of opponents. The next phase might involve some travel and delving in order to learn more about the enemy (traveling into the far icy wastes of the north in an attempt to figure out where the legions of the Ice Lord come from). You get the idea. At each stage agents of the BBEG might show up now and then to harass the party.