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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Slow Death of Epic Tier
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<blockquote data-quote="pemerton" data-source="post: 5391017" data-attributes="member: 42582"><p>I agree that HeroWars gives a good handle on how to approach Epic play. I think there is also some good stuff in The Plane Above - <a href="http://www.enworld.org/forum/general-rpg-discussion/276878-plane-above-glorantha-fication-d-d.html" target="_blank">I posted on this</a> when that book came out.</p><p></p><p>The only part of your post I'd quibble with is where you say "the responsibility lies with the GM to provide meaning". I think the GM bears the responsibility to make this sort of meaning possible - by doing things like killing off the girlfriend at level 8 - but the players also have to be prepared to invest in the game and in their PCs. Luckily 4e has (in my view) a lot of easy ins for the players - the Raven Queen, the split between the branches of elvenkind, a good variety of demons and devils, an interesting god of civilization combined with a post-civilization/points of light gameworld, etc. These are also features that integrate the planar bias of Epic (which I agree is very obvious) with a concern for the PC's own world (which I agree is an important part of emotionally engaging the players).</p><p></p><p>In a game that focuses on gods and themes that (at least to my eye) don't provide the same easy ins - eg Pelor as a prominent god (where's the drama?), exploring dungeons on the Outer Isles of the Astral Plane, hanging out in Sigil, mapping the Elemental Chaos - then I can see that Epic Destinies and the Epic Tier might be harder to motivate and extract engaging play from.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5391017, member: 42582"] I agree that HeroWars gives a good handle on how to approach Epic play. I think there is also some good stuff in The Plane Above - [url=http://www.enworld.org/forum/general-rpg-discussion/276878-plane-above-glorantha-fication-d-d.html]I posted on this[/url] when that book came out. The only part of your post I'd quibble with is where you say "the responsibility lies with the GM to provide meaning". I think the GM bears the responsibility to make this sort of meaning possible - by doing things like killing off the girlfriend at level 8 - but the players also have to be prepared to invest in the game and in their PCs. Luckily 4e has (in my view) a lot of easy ins for the players - the Raven Queen, the split between the branches of elvenkind, a good variety of demons and devils, an interesting god of civilization combined with a post-civilization/points of light gameworld, etc. These are also features that integrate the planar bias of Epic (which I agree is very obvious) with a concern for the PC's own world (which I agree is an important part of emotionally engaging the players). In a game that focuses on gods and themes that (at least to my eye) don't provide the same easy ins - eg Pelor as a prominent god (where's the drama?), exploring dungeons on the Outer Isles of the Astral Plane, hanging out in Sigil, mapping the Elemental Chaos - then I can see that Epic Destinies and the Epic Tier might be harder to motivate and extract engaging play from. [/QUOTE]
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The Slow Death of Epic Tier
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