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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Slow Death of Epic Tier
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<blockquote data-quote="KidSnide" data-source="post: 5391601" data-attributes="member: 54710"><p>I think there are three choices:</p><p></p><p>1) You can run a game in an epic world, not unlike the Illiad (at least under certain interpretations), where gods and demi-gods are sometimes physically presents and impossible epic tasks are expected. That isn't to say that every kingdom has an epic ruler - an epic level king would be the exception. It's just that there is a meaningful population of unique epic heroes and monsters that common folk avoid tangling with. (Forgotten Realms games are probably best run with this perspective, although the tone of that world can be very inconsistent with it's power level.)</p><p></p><p>2) You can run a game in which epic threats are the rare exception. In this world, epic heroes are vanishingly rare and an epic threat is a major concern for everyone. A story line in this could end with a epic threat, but that would be the exception, not the rule and a failure in confronting the epic threat could have massive reverberations in the world. That isn't to say that non-epic stories can't take place at the same time, but a well-known epic threat could dominate the world's attention in the same way that, say, World War II dominated the world's attention in the early 1940s.</p><p></p><p>3) You can run a game in which there are many epic threats, but they are ghettoized to the outer planes (or some other arena). This is the D&D default, and it has the advantage of allowing writers to work on epic story for the default D&D world without having that story interfere with the generic heroic/paragon world. So, from WotC's perspective, this makes a lot of sense, but -- if you actually want to run a game with epic content -- this non-integrated structure seems worse to me than either of the other alternatives.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5391601, member: 54710"] I think there are three choices: 1) You can run a game in an epic world, not unlike the Illiad (at least under certain interpretations), where gods and demi-gods are sometimes physically presents and impossible epic tasks are expected. That isn't to say that every kingdom has an epic ruler - an epic level king would be the exception. It's just that there is a meaningful population of unique epic heroes and monsters that common folk avoid tangling with. (Forgotten Realms games are probably best run with this perspective, although the tone of that world can be very inconsistent with it's power level.) 2) You can run a game in which epic threats are the rare exception. In this world, epic heroes are vanishingly rare and an epic threat is a major concern for everyone. A story line in this could end with a epic threat, but that would be the exception, not the rule and a failure in confronting the epic threat could have massive reverberations in the world. That isn't to say that non-epic stories can't take place at the same time, but a well-known epic threat could dominate the world's attention in the same way that, say, World War II dominated the world's attention in the early 1940s. 3) You can run a game in which there are many epic threats, but they are ghettoized to the outer planes (or some other arena). This is the D&D default, and it has the advantage of allowing writers to work on epic story for the default D&D world without having that story interfere with the generic heroic/paragon world. So, from WotC's perspective, this makes a lot of sense, but -- if you actually want to run a game with epic content -- this non-integrated structure seems worse to me than either of the other alternatives. -KS [/QUOTE]
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The Slow Death of Epic Tier
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