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General Tabletop Discussion
*Pathfinder & Starfinder
The Slow Death of Epic Tier
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<blockquote data-quote="Bold or Stupid" data-source="post: 5384944" data-attributes="member: 59727"><p>I think Aegeri's points all hold true. I've run a single campaign up through epic tier (finishing with defeating Orcus and then curing the party member who killed him of Abyssal corruption). I found that the best bits were short adventures (5-8 encounters) that encompassed a level. Most were even set in the World. The major factor I added was "price of failure" basically if they messed up they would lose some world aspect they held dear, usually the people they rescued from their destroyed homeland. I used two of the pre written adventures, Death's Reach was too long (and I skipped the first section totally), Kingdom of Ghouls worked mostly because I added some personal interest in the form of a old friend held prisoner. I also tried to make sure that they got victories with every adventure, killing one of Orcus' exarchs, destroying a major force of his, or taking steps to rescue their homeland and begin to rebuild it. </p><p></p><p>It helps that I had a central theme running through the campaign right from the start. I think the thing that helped Epic tier (and the whole campaign) really zing was that they had a focus all the time on building power to defeat Orcus, this drove the characters on and kept the players interested. I think future DM guides need to focus on how helpful having a story planned out is in running D&D.</p></blockquote><p></p>
[QUOTE="Bold or Stupid, post: 5384944, member: 59727"] I think Aegeri's points all hold true. I've run a single campaign up through epic tier (finishing with defeating Orcus and then curing the party member who killed him of Abyssal corruption). I found that the best bits were short adventures (5-8 encounters) that encompassed a level. Most were even set in the World. The major factor I added was "price of failure" basically if they messed up they would lose some world aspect they held dear, usually the people they rescued from their destroyed homeland. I used two of the pre written adventures, Death's Reach was too long (and I skipped the first section totally), Kingdom of Ghouls worked mostly because I added some personal interest in the form of a old friend held prisoner. I also tried to make sure that they got victories with every adventure, killing one of Orcus' exarchs, destroying a major force of his, or taking steps to rescue their homeland and begin to rebuild it. It helps that I had a central theme running through the campaign right from the start. I think the thing that helped Epic tier (and the whole campaign) really zing was that they had a focus all the time on building power to defeat Orcus, this drove the characters on and kept the players interested. I think future DM guides need to focus on how helpful having a story planned out is in running D&D. [/QUOTE]
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The Slow Death of Epic Tier
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