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The Ten Commandments of Epic Gaming
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5532113" data-attributes="member: 82106"><p>Interesting. Some of it I definitely agree is pretty much going to be required to provide epic feel. OTOH there are different styles of campaign design. For instance the PCs really need not be 'gods in training'. I've found I can generally hook the players. They may not personally care deeply about their character's home village, but the character does, and if they RP worth a damn at all they'll act on that. Not that the "power through worshippers" concept is at all bad, it certainly is a great way to go for a certain type of campaign.</p><p></p><p>I'd also say that there are other ways besides simply making everything huge to accomplish an epic feel. It takes some real subtle atmosphere work and whatnot, but you can definitely do it. There should be some really large scale elements, but I like to use them sparingly. Characters don't always have to be equipped with oversized anime weapons or fighting battles with a million guys on each side. You can accomplish similar things with enemies that are always constantly one step ahead, ancient, implacable, determined to play utterly for keeps, etc. Sure, those COULD exist at lower levels, but imagine the subtle power and guile of Dagon, a creature of utter evil which has existed since before time itself, knows all the little secrets of the universe, and has it in for your corner of reality (and probably all the rest too)... Half the time the PCs will simply be looking on in horror as their carefully laid plans and clever strategems turn out to be no better than children's crayon drawings in comparison with the ancient one's masterpiece of subtlety. No place is safe, no ally can ever really be trusted. No magic is powerful enough to be proof against THAT. Yes, the threat will manifest into some kind of terrible cataclysm at the right time. The epicness however is as much subtle depth of story and development of the bad guy as it is brute scale.</p><p></p><p>Anyway, you've done a nice job of condensing the most salient elements down to a nice list. I'd surely employ many of those techniques (planning on it in my current campaign, though I can't say I've really quite decided where epic is going in that one yet).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5532113, member: 82106"] Interesting. Some of it I definitely agree is pretty much going to be required to provide epic feel. OTOH there are different styles of campaign design. For instance the PCs really need not be 'gods in training'. I've found I can generally hook the players. They may not personally care deeply about their character's home village, but the character does, and if they RP worth a damn at all they'll act on that. Not that the "power through worshippers" concept is at all bad, it certainly is a great way to go for a certain type of campaign. I'd also say that there are other ways besides simply making everything huge to accomplish an epic feel. It takes some real subtle atmosphere work and whatnot, but you can definitely do it. There should be some really large scale elements, but I like to use them sparingly. Characters don't always have to be equipped with oversized anime weapons or fighting battles with a million guys on each side. You can accomplish similar things with enemies that are always constantly one step ahead, ancient, implacable, determined to play utterly for keeps, etc. Sure, those COULD exist at lower levels, but imagine the subtle power and guile of Dagon, a creature of utter evil which has existed since before time itself, knows all the little secrets of the universe, and has it in for your corner of reality (and probably all the rest too)... Half the time the PCs will simply be looking on in horror as their carefully laid plans and clever strategems turn out to be no better than children's crayon drawings in comparison with the ancient one's masterpiece of subtlety. No place is safe, no ally can ever really be trusted. No magic is powerful enough to be proof against THAT. Yes, the threat will manifest into some kind of terrible cataclysm at the right time. The epicness however is as much subtle depth of story and development of the bad guy as it is brute scale. Anyway, you've done a nice job of condensing the most salient elements down to a nice list. I'd surely employ many of those techniques (planning on it in my current campaign, though I can't say I've really quite decided where epic is going in that one yet). [/QUOTE]
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