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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Slow Death of Epic Tier
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<blockquote data-quote="chaochou" data-source="post: 5390649" data-attributes="member: 99817"><p>I think one of the problems here is that to be a 'god' means to be more than HP and AC and a bunch of powers and actions.</p><p></p><p>It means to be the physical representation of something which mortals experience - summer or winter or death or agriculture. You kill the god of music, music no longer exists, either physically or conceptually.</p><p></p><p>Playing that level of game is one thing, but creating the environment where players are ready to take on that responsibility and have something they believe in so strongly that they want and need to be 'god' of it is more difficult.</p><p></p><p>I don't like the way PCs hit level 21 and suddenly its 'WHAM! You are now godlike!' Especially if at earlier levels you could essentially bumble through by killing everything and picking up the treasure.</p><p></p><p>To make it work you need to be sowing the seeds of plot and drama and character way before then. Like a PCs first love has been turned undead (when he was, say, level 8). He's tried all kinds of quests and rituals and whatnot to get her back, and failed and failed and failed. And finally (at level 21) he goes 'Screw you Orcus, things just got personal.'</p><p></p><p>And the party quests and battles and plots and eventually kills Orcus, and undeath no longer exists for a while (until some author with a vivid imagination goes and writes Frankenstein and he seeps slowly back into the world). But what really happened is the hero got the girl - killing Orcus wasn't IT. It's just how the story to get the girl played out.</p><p></p><p>This is the way I see Epic level. PCs can get stuff done by rearranging the concepts that create the world. But the responsibility lies with the GM to provide meaning to that world such that they have personal stuff they need to get done.</p><p></p><p>These ideas don't come from running or playing D&D, btw. These are Herowars ideas, but I think they fit the discussion.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5390649, member: 99817"] I think one of the problems here is that to be a 'god' means to be more than HP and AC and a bunch of powers and actions. It means to be the physical representation of something which mortals experience - summer or winter or death or agriculture. You kill the god of music, music no longer exists, either physically or conceptually. Playing that level of game is one thing, but creating the environment where players are ready to take on that responsibility and have something they believe in so strongly that they want and need to be 'god' of it is more difficult. I don't like the way PCs hit level 21 and suddenly its 'WHAM! You are now godlike!' Especially if at earlier levels you could essentially bumble through by killing everything and picking up the treasure. To make it work you need to be sowing the seeds of plot and drama and character way before then. Like a PCs first love has been turned undead (when he was, say, level 8). He's tried all kinds of quests and rituals and whatnot to get her back, and failed and failed and failed. And finally (at level 21) he goes 'Screw you Orcus, things just got personal.' And the party quests and battles and plots and eventually kills Orcus, and undeath no longer exists for a while (until some author with a vivid imagination goes and writes Frankenstein and he seeps slowly back into the world). But what really happened is the hero got the girl - killing Orcus wasn't IT. It's just how the story to get the girl played out. This is the way I see Epic level. PCs can get stuff done by rearranging the concepts that create the world. But the responsibility lies with the GM to provide meaning to that world such that they have personal stuff they need to get done. These ideas don't come from running or playing D&D, btw. These are Herowars ideas, but I think they fit the discussion. [/QUOTE]
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The Slow Death of Epic Tier
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