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General Tabletop Discussion
*Pathfinder & Starfinder
The Slow Death of Epic Tier
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<blockquote data-quote="Barastrondo" data-source="post: 5392218" data-attributes="member: 3820"><p>Right. Again, it's a matter of preparing for epic play from the moment you start a campaign, rather than having epic play appear as an option well into a world or a campaign's life. In my case, the latter happened with the advent of 3e: up until then, everything was designed with the idea that there would be more of a "name level" style of play as you got into the double-digit levels. And that's also what many characters were designed to take advantage of: it's why I see players who are interested in having their character arcs hit closure and move on to a new campaign somewhere around mid-to-late paragon instead of rolling on into epic.</p><p></p><p></p><p></p><p>Right. And in the case of multiple gaming groups in the same world, you can easily run into the uncomfortable issue that the lower-level group must logically be dealing with fallout from the epic-level group's challenges, at least if the incursion is sufficiently epic. But if they're not interested in those goings-on -- if they're more interested in the lower-level things designed for <em>their</em> group -- then having to deal with the mess created to challenge the higher-level group isn't particularly entertaining or fun.</p><p></p><p>One solution is to make sure that the two groups never really cross paths or visit the same locales. Put them on different continents, maybe. But that undercuts part of the fun of the shared world in the first place: the ability to hear about the other group's exploits without necessarily being stuck with their problems.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5392218, member: 3820"] Right. Again, it's a matter of preparing for epic play from the moment you start a campaign, rather than having epic play appear as an option well into a world or a campaign's life. In my case, the latter happened with the advent of 3e: up until then, everything was designed with the idea that there would be more of a "name level" style of play as you got into the double-digit levels. And that's also what many characters were designed to take advantage of: it's why I see players who are interested in having their character arcs hit closure and move on to a new campaign somewhere around mid-to-late paragon instead of rolling on into epic. Right. And in the case of multiple gaming groups in the same world, you can easily run into the uncomfortable issue that the lower-level group must logically be dealing with fallout from the epic-level group's challenges, at least if the incursion is sufficiently epic. But if they're not interested in those goings-on -- if they're more interested in the lower-level things designed for [I]their[/I] group -- then having to deal with the mess created to challenge the higher-level group isn't particularly entertaining or fun. One solution is to make sure that the two groups never really cross paths or visit the same locales. Put them on different continents, maybe. But that undercuts part of the fun of the shared world in the first place: the ability to hear about the other group's exploits without necessarily being stuck with their problems. [/QUOTE]
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Community
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The Slow Death of Epic Tier
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