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The Ten Commandments of Epic Gaming
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<blockquote data-quote="Upper_Krust" data-source="post: 5536806" data-attributes="member: 326"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p> </p><p></p><p>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?</p><p></p><p> </p><p></p><p>I don't think the character parallel works that well in this context.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>You could argue that RPGs end when the PC retires.</p><p></p><p></p><p></p><p>There's no right or wrong way to play the game itself, but epic, true epic requires scale.</p><p></p><p>I don't see where that scale is coming from in your campaign because of the seeming necessity to maintain the status quo.</p><p></p><p></p><p></p><p>Creation goes hand in hand with destruction. </p><p></p><p>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'.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 5536806, member: 326"] :D 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 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. 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. 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. 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. [/QUOTE]
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