The Ten Commandments of Epic Gaming

Hey there Barastrondo! :)

Barastrondo said:
To clarify, let me emphasize that I say players, not PCs. Right now, I have PCs in various states of activity, gleaned from a couple of decades of play, in roughly... 10 different sections of one continent alone, and more could be added. Worse, I actually married a player who is an avid consumer of world content. She's told me "throw a dart anywhere at the world map, I can make a character from there."

A notable difference between what PCs care about and what players care about. The Tanglestone PCs don't even know that Tarleorin exists. If I wiped the City of a Thousand Princes out to make a point on how high-stakes epic play is, though, my wife would be ticked even though she hasn't had a chance to play a Chelindran yet. That's why I say your players have to be on board with the concept of collateral damage: it's not just a matter of whether the DM embraces it or not. Setting a sense of stakes might not be worth it if your players don't feel that the high-stakes pressure is a worthy trade-off for lost opportunities.

Let me ask you this. Does your Campaign World have any ruins in it? If so, how did the area come to be in ruin?

...and does your wife get ticked off that she never had the chance to play in the ruins before they became ruined? :p

Sure. If you have a variety of PCs who might be reactivated, though, or players who are interested in someday doing a game in the Phoenix Empire when the current one wraps up, you have a rather different perspective about what is truly expendable. The idea is to get players to embrace the epic, I'm assuming, not resent it for destroying things they haven't yet gotten a chance to explore (or worse, places they have explored and feel fondness towards).

I get the impression you have too much invested in the Campaign World to see any harm come to it. I totally respect that, but go back to the initial point when raised. If you don't want epic things to happen (and that can mean epic bad things) to your campaign world...don't play epic.

Is the world going to be the same after a World War? No.
Is the world going to be the same after a massive Meteor Impact? No.
How about a new Ice Age? No.
Spellplague? No.

The point is that epic events have consequences on the campaign world.

Epic tier is an omelette, the countries in your campaign world are the eggs.

I don't think that's a way to encourage players who like to build rather than to destroy to play epic games, to be honest. Saying "If you don't embrace the epic this city will no longer exist!" is... well, it isn't a carrot.

Maybe instead of building, maybe they are needed to 're-build' after the event.
 

log in or register to remove this ad

I can see both sides of this. The group may spend years exploring a setting (I've had mostly the same players doing stuff in a setting I made back in the late 70's and they're still running around in there).

OTOH it is hard to see having a really epic story without some major stuff going down, which is going to rock the world. I mean if your epic doesn't do that, then it seems to me it is not the ultimate level of play, there's something BEYOND what you are running.

I don't think epic has to be armies or giant disasters or the Invoked Devastation wrecking the whole world, it could be more subtle than that, but as Krusty says, some eggs are going to get broken...
 

Hey there Barastrondo! :)

Let me ask you this. Does your Campaign World have any ruins in it? If so, how did the area come to be in ruin?

...and does your wife get ticked off that she never had the chance to play in the ruins before they became ruined? :p

She's asked to play an Arythran before, so... yes and no?

I get the impression you have too much invested in the Campaign World to see any harm come to it. I totally respect that, but go back to the initial point when raised. If you don't want epic things to happen (and that can mean epic bad things) to your campaign world...don't play epic.

Which is fine, and I'm not arguing against that. I'm saying include the players in that estimation. Allow for the idea that it might not be just the GM who has too much invested in the campaign world, but also players. In the interest of making the advice applicable to as many groups as possible, basically.

The point is that epic events have consequences on the campaign world.

Epic tier is an omelette, the countries in your campaign world are the eggs.

Well, think of it this way. Since we're using comic books as an example, the epic event With Consequences is a lot like, say, a comic event in which, to make a strong point, you kill off several characters to show that this is serious business. That can work for some readers, but it also loses others: every character is somebody's favorite, and it's really disappointing to have them be lethally Worfed. This is all the more true if the villains in said crossover are people who have just been introduced, and there's less emotional attachment to them than to the characters they're removing from play.

Now, of course death in comic books isn't a permanent thing: but that's usually because of creator's remorse, when someone says "man, there are still stories I want to tell with Colossus, we should bring him back from the dead." That's why I advocate taking the players into consideration; are they Colossus fans?

Again, I am not saying "Don't do collateral damage": I'm saying "Players may resent the consequences of specific collateral damage more than they enjoy the sense of scale and change, so consider their likely reactions." Doing collateral damage is fine for many games, particularly those in worlds built to support one and only one campaign. I'm merely trying to say that for many GMs, it would be useful to stress "know your players" first.

Maybe instead of building, maybe they are needed to 're-build' after the event.

A consolation carrot is nicer than no carrot, but not necessarily preferable to a proper carrot. And honestly, that's kind of disappointing to me: I'd love to see an answer of "here are some ways to play an epic campaign about building marvels and changing the world in a not-so-apocalyptic way", instead of "don't play epic." Unfortunately, that's a style of play that is not very well supported, likely because it's harder to do. Still kind of a shame, though.
 

OTOH it is hard to see having a really epic story without some major stuff going down, which is going to rock the world. I mean if your epic doesn't do that, then it seems to me it is not the ultimate level of play, there's something BEYOND what you are running.

I don't think epic has to be armies or giant disasters or the Invoked Devastation wrecking the whole world, it could be more subtle than that, but as Krusty says, some eggs are going to get broken...

And that's why epic tier is a puzzle for me. Everyone does "save the world/universe" stories; those are a little played out (to me personally). Excluding apocalyptic threats seems to me as though it should be about the same sort of decision as excluding, say, the Underdark: you can get a lot of mileage out of either, but a really good campaign should have so much to do beyond either as well.

What I think a really good treatment of epic tier could use would be a ton of campaign models. We already have variants of "Save the World/Multiverse" or "Rise to Godhood." I'd love to see a huge pile of variants. For instance, what if there is no Sigil-like city in a given campaign world, and the epic campaign is about founding one -- about finding the locale, claiming it, intense diplomatic and murderous missions involving places like Dis and the City of Brass, building the community? Right now it seems like there are more varied campaign tracks at heroic and paragon than there are at epic, and I'd love to be proved wrong.
 

Very nice article! In planning my own campaign (just about to get rolling in a few weeks), I'm trying to have an idea of where it's all going in advance, and I've been having the most trouble with epic tier. I'm starting with a huge war where the PCs have to help defend the Empire, and going from there (WW2 eastern front is fine inspiration material); and I realized that, in my setup, even becoming Emperor really boils down to, at most, a low-Epic thing (much like LotR). After reading the fine 'Running Epic Tier' booklet and some other stuff (like your article), I'm getting more into the idea (and hoping the campaign actually lasts long enough to see it happen!).

As a quickie bit to remind myself how to think of things
In Heroic tier, the heroes change history;
In Paragon tier, the heroes make history;
In Epic tier, the heroes break history.

And, while anime weapons and planet-sized bad guys aren't really my cup of tea (but I won't exclude them absolutely ;) - a city-sized monster has some interesting possiblities (I'm very amused and intrigued by the adventure in Open Grave(IIRC?) where the whole adventure takes place in and on the body of a dead god/primordial)), I can see and appreciate the flavor. I also agree with the observation that many GMs aren't comfortable with large-scale changes in the game world - I include myself in that category, and am deliberately planning to break that barrier in this campaign. (Basically, whether the Empire stands, or falls, is restored, or is replaced, will be up to the PCs when they reshape the world during Epic tier.)

One observation on big battles: what I've done in the past is to run most of the battle as narration, with the tactical play done for moments of scene-setting, drama, or crisis (the breach of the wall, defense of the hospital, etc.). For 4e, I'll use skill challenge mechanics to cover a lot of the general action, rather than trying to map it all out. It also occurs to me that Star Wars Saga has some rules for creating squads - groups of critters operating as a single higher-level critter - and for large-scale battles, which I'll have to peruse thoroughly to see if they fit.


Anyway, good stuff!
 
Last edited:

A consolation carrot is nicer than no carrot, but not necessarily preferable to a proper carrot. And honestly, that's kind of disappointing to me: I'd love to see an answer of "here are some ways to play an epic campaign about building marvels and changing the world in a not-so-apocalyptic way", instead of "don't play epic." Unfortunately, that's a style of play that is not very well supported, likely because it's harder to do. Still kind of a shame, though.

Our campaign just hit Epic a few months ago, and since our DM already destroyed the moon that was our campaign world at paragon (which was amazing, though I had only joined the game late, so I didn't have any particular attachment) I think that his plans lend more towards a god-killing-spree of a religious apocalypse instead of a physical one. Possibly also not everyone's cup of tea, though he's done some neat things in messing with alignments and turning the good gods anywhere from neurotic to outright planning on destroying the world. So there are your epic tier 'monsters' and your utter devastation right there. Whether or not he plans on exploding this planet as well... not sure yet. But having a brand new world in which to flee might be another way to solve devastation... and looking up into the sky and seeing shards of your home is kind of poignant somehow.
 

Barastrondo said:
She's asked to play an Arythran before, so... yes and no?

:D

Which is fine, and I'm not arguing against that. I'm saying include the players in that estimation. Allow for the idea that it might not be just the GM who has too much invested in the campaign world, but also players. In the interest of making the advice applicable to as many groups as possible, basically.

I have to ask, how does your campaign world ever change if Events are seemingly not allowed to take place for fear of wrecking the place?

Well, think of it this way. Since we're using comic books as an example, the epic event With Consequences is a lot like, say, a comic event in which, to make a strong point, you kill off several characters to show that this is serious business. That can work for some readers, but it also loses others: every character is somebody's favorite, and it's really disappointing to have them be lethally Worfed. This is all the more true if the villains in said crossover are people who have just been introduced, and there's less emotional attachment to them than to the characters they're removing from play.

I don't think the character parallel works that well in this context.

While Marvel and DC wouldn't destroy NYC or Metropolis, they have destroyed other cities (Coast City in DC springs to mind). Likewise while neither would destroy the Earth itself, how many countless alien worlds (or alternate Earths) have we seen obliterated in these stories.

Likewise in a tv show like one of the Star Trek series, we won't see Earth destroyed (unless its a bait and switch) but we will see other planets, cultures and civilisations wiped out in some of the more epic storylines.

So you can have massive collateral damage by taking out those areas (depending on the scale of play) peripheral to your main 'hub', without requiring to completely blank the slate.

If your main hub is one important city then have something happen to one of the peripheral cities. If your main hub is one primary planet (among many worlds) then have something happen to one of those other worlds.

Now, of course death in comic books isn't a permanent thing: but that's usually because of creator's remorse, when someone says "man, there are still stories I want to tell with Colossus, we should bring him back from the dead." That's why I advocate taking the players into consideration; are they Colossus fans?

Death in comic books is temporary when the story for that character has no end. Which is true of large cash cow franchises from Marvel and DC. Of course these franchises are just as pilloried for maintaining the status quo.

You could argue that RPGs end when the PC retires.

Again, I am not saying "Don't do collateral damage": I'm saying "Players may resent the consequences of specific collateral damage more than they enjoy the sense of scale and change, so consider their likely reactions." Doing collateral damage is fine for many games, particularly those in worlds built to support one and only one campaign. I'm merely trying to say that for many GMs, it would be useful to stress "know your players" first.

There's no right or wrong way to play the game itself, but epic, true epic requires scale.

I don't see where that scale is coming from in your campaign because of the seeming necessity to maintain the status quo.

A consolation carrot is nicer than no carrot, but not necessarily preferable to a proper carrot. And honestly, that's kind of disappointing to me: I'd love to see an answer of "here are some ways to play an epic campaign about building marvels and changing the world in a not-so-apocalyptic way", instead of "don't play epic." Unfortunately, that's a style of play that is not very well supported, likely because it's harder to do. Still kind of a shame, though.

Creation goes hand in hand with destruction.

In our ultra-high level campaign the gaming 'map' had a dozen or so planets, most fantasy, but some modern, some sci-fi. It was amongst the various planets where our characters travelled, righted wrongs and expanded their religions. Of course such interactions are a two-way process and so those with opposed agendas would likewise impact our starting 'world'.

So while we might save a planet from destruction, war or some other threat and help the people (in our own interests of course), some other force would have arisen on the horizon. Its this 'give and take' approach that kept things interesting.
 

The Monster said:
Very nice article!

Thanks for the kind words. :o

In planning my own campaign (just about to get rolling in a few weeks), I'm trying to have an idea of where it's all going in advance, and I've been having the most trouble with epic tier. I'm starting with a huge war where the PCs have to help defend the Empire, and going from there (WW2 eastern front is fine inspiration material); and I realized that, in my setup, even becoming Emperor really boils down to, at most, a low-Epic thing (much like LotR). After reading the fine 'Running Epic Tier' booklet and some other stuff (like your article), I'm getting more into the idea (and hoping the campaign actually lasts long enough to see it happen!).

Have you thought about the power behind each of the major thrones in your campaign?

For instance, on Oerth, there were 3 major powers behind each of the main evil threats:

Lands of Iuz: Chaotic Evil...controlled by demons (or rather a specific Demon Lord)
Aerdy: Lawful Evil...in League with the Dukes of Hell and Hextor.
Scarlet Brotherhood: Neutral Evil (Lawful tendencies)...subverted by Daemons and Nerull in particular.

My point is that there can always be something higher up the food chain with its own agenda and this world war is only a stepping stone towards a greater goal...

As a quickie bit to remind myself how to think of things
In Heroic tier, the heroes change history;
In Paragon tier, the heroes make history;
In Epic tier, the heroes break history.

For some reason in my head I just hear the voice of Chuck Norris deadpanning: "I don't make history...I break history."

And, while anime weapons and planet-sized bad guys aren't really my cup of tea (but I won't exclude them absolutely ;) - a city-sized monster has some interesting possiblities (I'm very amused and intrigued by the adventure in Open Grave(IIRC?) where the whole adventure takes place in and on the body of a dead god/primordial)), I can see and appreciate the flavor.

I am planning two examples on my website of Super-solo monsters (one probably at the end of May the other hopefully at the end of June).

The first will be a few hundred feet tall, while the second (a Primordial...from Earth mythology) will be a few miles in size.

I also agree with the observation that many GMs aren't comfortable with large-scale changes in the game world - I include myself in that category, and am deliberately planning to break that barrier in this campaign. (Basically, whether the Empire stands, or falls, is restored, or is replaced, will be up to the PCs when they reshape the world during Epic tier.)

Good for you. ;)

Best of luck with the campaign.

One observation on big battles: what I've done in the past is to run most of the battle as narration, with the tactical play done for moments of scene-setting, drama, or crisis (the breach of the wall, defense of the hospital, etc.). For 4e, I'll use skill challenge mechanics to cover a lot of the general action, rather than trying to map it all out. It also occurs to me that Star Wars Saga has some rules for creating squads - groups of critters operating as a single higher-level critter - and for large-scale battles, which I'll have to peruse thoroughly to see if they fit.

My friend S'mon always swears by the Companion Set 'War Machine'.

But I think some very simple Unit rules for 4E could work just as well.

Anyway, good stuff!

Cheers amigo.
 

I have to ask, how does your campaign world ever change if Events are seemingly not allowed to take place for fear of wrecking the place?

I imagine if there were a high enough priority on the entire world changing, the PCs wouldn't be doing as much work as they do not allowing Events to take place that would wreck the places they care about. The players matter. Their opinions matter. And some players would rather prevent a cataclysm than let it happen and pick up the pieces afterward.

I can assure you than I'm not being some kind of horrible tyrant who is enforcing a "you cannot break my precious stuff" rule. The whole lack of permission to wreck things can come from players who say "this is our stuff, let's knock the teeth out of anyone who wants to wreck it."

I don't think the character parallel works that well in this context.

It depends, because places can have cultural identities, and thus they inform character. If you blow up Japan, then you deal a rough blow to people interesting in playing characters informed by the Japanese cultural identity.

While Marvel and DC wouldn't destroy NYC or Metropolis, they have destroyed other cities (Coast City in DC springs to mind). Likewise while neither would destroy the Earth itself, how many countless alien worlds (or alternate Earths) have we seen obliterated in these stories.

Oh, plenty, just as we've seen plenty of second and third-string characters killed off (not to mention countless redshirts). Destroying something that you designate as expendable is the simplest way to say We Mean Business.

Death in comic books is temporary when the story for that character has no end. Which is true of large cash cow franchises from Marvel and DC. Of course these franchises are just as pilloried for maintaining the status quo.

You could argue that RPGs end when the PC retires.

Certainly, if your standpoint is "the campaign that centers around that PC." However, if multiple campaigns take place in the same world, should the desert-based pseudo-Al-Qadim campaign end when the frozen north saga ends? Especially if the latter ended because some of the players moved away, but the former still has players who want to ply the seas and wander the dunes?

There's no right or wrong way to play the game itself, but epic, true epic requires scale.

I don't see where that scale is coming from in your campaign because of the seeming necessity to maintain the status quo.

Well, my question is "How do you achieve a sense of scale without invoking a theme of cataclysm?" I'm genuinely interested in answers that address this. If the answer is "you can't," then that implies that epic is much more limited in the themes it can address than other tiers are. I hope that's not the case.

I admit I mostly run heroic-tier games, because they go all over the place and address a lot of themes. The quirky exploration and cultures of a bizarre lost city, urban intrigue in Italian-inspired fantasy, northern blood feuds a la Icelandic sagas, the fantastic narrative of Arabian Nights-style desert fantasy: I'm curious how such games could retain their distinctiveness if they were to tack on enough levels. If a sense of sufficient scale can only be achieved by having them all blend together into generic world-shaking cataclysms, I find the loss of that individuality considerably more disappointing than collateral damage alone. I would much rather see a game model where each individual campaign has the potential to hit epic level while maintaining its themes, without invalidating all the other campaigns.

I mean, we may simply be talking past each other; if your experience is largely with one single group of PCs who inhabit the only campaign in a given world, your concerns just aren't the same as those of the various groups I play with. That's cool. But I figured that it's worth pointing out that some people play like we do. Like I said, I'd be very interested in seeing if someone's seriously addressed ideas for a variety of epic campaign models in a world where multiple campaigns are running at various level. It may simply be that heroic and paragon are the ideal way to share a world between multiple player groups (particularly those where some players overlap but others don't). But I'd like to think that there are more possibilities out there.
 

Hey there Barastrondo! :)

Barastrondo said:
I imagine if there were a high enough priority on the entire world changing, the PCs wouldn't be doing as much work as they do not allowing Events to take place that would wreck the places they care about. The players matter. Their opinions matter. And some players would rather prevent a cataclysm than let it happen and pick up the pieces afterward.

A world is a big place, can the PCs be everywhere at once though...its very unlikely.

I can assure you than I'm not being some kind of horrible tyrant who is enforcing a "you cannot break my precious stuff" rule. The whole lack of permission to wreck things can come from players who say "this is our stuff, let's knock the teeth out of anyone who wants to wreck it."

As you yourself note, you mostly play Heroic Tier.

It depends, because places can have cultural identities, and thus they inform character. If you blow up Japan, then you deal a rough blow to people interesting in playing characters informed by the Japanese cultural identity.

Or maybe we lend an extra layer of angst for those who hail from [insert place] who were out of the country when it got blew up.

Oh, plenty, just as we've seen plenty of second and third-string characters killed off (not to mention countless redshirts). Destroying something that you designate as expendable is the simplest way to say We Mean Business.

Exactly, its a tried and tested trope for establishing the threat posed by a villains and monsters.

Certainly, if your standpoint is "the campaign that centers around that PC." However, if multiple campaigns take place in the same world, should the desert-based pseudo-Al-Qadim campaign end when the frozen north saga ends? Especially if the latter ended because some of the players moved away, but the former still has players who want to ply the seas and wander the dunes?

Then you pinpoint the key cities areas you least want to see bad things happen to and start the wars in neighbouring countries and so forth.

Well, my question is "How do you achieve a sense of scale without invoking a theme of cataclysm?" I'm genuinely interested in answers that address this. If the answer is "you can't," then that implies that epic is much more limited in the themes it can address than other tiers are. I hope that's not the case.

Epic is primarily about scale.

While that can certainly mean the scale of destruction (and often does since combat is one of the focuses of the game), it can also mean the scale of creation, be that natural creation, like the great world tree Yggdrasil, or something forged like a Flying Fortress carved from a mountain.

Of course scale can be inverted, such as a city in a bottle (Kandor reference) or perhaps having the PCs shrunk and injected into someone (Fantastic Voyage, Inner Space) to cure them of infection.

So to answer your question, you can have epic without epic destruction just as much as you can have D&D without combat.

I admit I mostly run heroic-tier games, because they go all over the place and address a lot of themes. The quirky exploration and cultures of a bizarre lost city, urban intrigue in Italian-inspired fantasy, northern blood feuds a la Icelandic sagas, the fantastic narrative of Arabian Nights-style desert fantasy: I'm curious how such games could retain their distinctiveness if they were to tack on enough levels.

The ideas mentioned seem better expressed in the Heroic and Paragon Tiers. Some stories or themes are better handled in the lower tiers.

Think in terms of local news, national news and world news. Would the events headline world news? If not, then they are not epic.

If a sense of sufficient scale can only be achieved by having them all blend together into generic world-shaking cataclysms, I find the loss of that individuality considerably more disappointing than collateral damage alone. I would much rather see a game model where each individual campaign has the potential to hit epic level while maintaining its themes, without invalidating all the other campaigns.

The epic tier can have its own variety. This returns us to something I mention in the article itself. Keep something unique for each tier of play. Each tier should have its own new wonders to reveal.

Something akin to Italian-themed Urban-intrigue at the Epic tier might revolve around a plot to assassinate the Lady of Pain in Sigil.

I mean, we may simply be talking past each other; if your experience is largely with one single group of PCs who inhabit the only campaign in a given world, your concerns just aren't the same as those of the various groups I play with. That's cool. But I figured that it's worth pointing out that some people play like we do.

You could still do it, but those of lower tiers would simply have to accept the potential changes which might occur from the fall-out of the epic events...which from what I can glean from you, might cause a bit of a mutiny, so it may not be worth the hassle - especially when you have already 'set out your stall' to be a certain way over the past number of years. It might be too much of a paradigm shift. Though I suppose you could always start slow, give the PCs slightly more responsibility over the next year or so, then gradually introduce a few potential epic elements.

Like I said, I'd be very interested in seeing if someone's seriously addressed ideas for a variety of epic campaign models in a world where multiple campaigns are running at various level. It may simply be that heroic and paragon are the ideal way to share a world between multiple player groups (particularly those where some players overlap but others don't). But I'd like to think that there are more possibilities out there.

I think you may just want to stick to Heroic and Paragon tier affairs and assume that any epic 'world-shaking' business is happening 'off-stage' and being taken care of by a group of epic NPCs working behind the scenes.
 

Remove ads

Top