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The Ten Commandments of Epic Gaming
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<blockquote data-quote="Barastrondo" data-source="post: 5542438" data-attributes="member: 3820"><p>I think so, yes. Microcosm is probably a good way to describe how different games can run in the same world with different themes, much as how The Count of Monte Cristo and Romance of the Three Kingdoms take place in the same "game world." </p><p></p><p></p><p></p><p>Ha, point! And then pretty much work to undo that cataclysm or something. </p><p></p><p></p><p></p><p>Here I think our experiences may vary, albeit system is different. I'll explain below. </p><p></p><p></p><p></p><p>True, but I've run actual fantasy superhero games using Champions, with plenty of epic. Fighting on the back of the Leviathan, scaling a terra-cotta colossus mid-battle, derailing a gehennium doomtrain, rescuing cities from Pandaemonium: they did stuff. Cities weren't wiped out each adventure then; there was a threat, but the players being the champions of the realm, they worked hard to make sure tidal waves were stopped before they hit the coast, that invasions were halted in their tracks, and so on. The stakes were always pretty clear, but it was also pretty clear (it being a superhero engine) that the players were allowed to succeed if they wanted to prevent disasters. Not that it was a given, mind, but they had as good a chance of preventing a disaster as they did of winning a combat overall.</p><p></p><p>Which is why I don't think epic combat has to involve large-scale devastation. I think it's a style of play, and a useful tool to have in the box, but I'm fairly certain that we had a pretty epic game without it one system over.</p><p></p><p></p><p></p><p>Right, but are the players going to care as much about the Transcendent Order as they did about House Iluni? The latter are the people they grew up with, developed prejudices to and for; the former are a bunch of guys they just met. It may be an insurmountable problem that heroic/paragon offers a lot more intimacy and customization at the expense of scale. </p><p></p><p></p><p></p><p>Well, more to the point, they probably don't even need to exist in the first place unless I have a really good idea. I'm not quite the kitchen-sink style of DM. I don't even use beholders.</p><p></p><p></p><p></p><p>Thanks! I appreciate the effort in helping me get a handle on things, even if it doesn't seem this particular style of epic gaming is for me.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5542438, member: 3820"] I think so, yes. Microcosm is probably a good way to describe how different games can run in the same world with different themes, much as how The Count of Monte Cristo and Romance of the Three Kingdoms take place in the same "game world." Ha, point! And then pretty much work to undo that cataclysm or something. Here I think our experiences may vary, albeit system is different. I'll explain below. True, but I've run actual fantasy superhero games using Champions, with plenty of epic. Fighting on the back of the Leviathan, scaling a terra-cotta colossus mid-battle, derailing a gehennium doomtrain, rescuing cities from Pandaemonium: they did stuff. Cities weren't wiped out each adventure then; there was a threat, but the players being the champions of the realm, they worked hard to make sure tidal waves were stopped before they hit the coast, that invasions were halted in their tracks, and so on. The stakes were always pretty clear, but it was also pretty clear (it being a superhero engine) that the players were allowed to succeed if they wanted to prevent disasters. Not that it was a given, mind, but they had as good a chance of preventing a disaster as they did of winning a combat overall. Which is why I don't think epic combat has to involve large-scale devastation. I think it's a style of play, and a useful tool to have in the box, but I'm fairly certain that we had a pretty epic game without it one system over. Right, but are the players going to care as much about the Transcendent Order as they did about House Iluni? The latter are the people they grew up with, developed prejudices to and for; the former are a bunch of guys they just met. It may be an insurmountable problem that heroic/paragon offers a lot more intimacy and customization at the expense of scale. Well, more to the point, they probably don't even need to exist in the first place unless I have a really good idea. I'm not quite the kitchen-sink style of DM. I don't even use beholders. Thanks! I appreciate the effort in helping me get a handle on things, even if it doesn't seem this particular style of epic gaming is for me. [/QUOTE]
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