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Thoughts on Tiers
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<blockquote data-quote="Aenghus" data-source="post: 5637246" data-attributes="member: 2656"><p>I think campaigns become more individual as they move between tiers. Heroic tier is the one most people have lots of experience of - most campaigns start and end in this tier IMO. </p><p></p><p>The essence of getting players to feel the difference between tiers is in their interactions with NPCs and the world outside the dungeon. NPCs in particular can give the PCs a feeling their status has changed more than just in level - a powerful patron at heroic level can become a trusted peer at paragon and then a valued local contact at epic. How existing and new NPCs treat them over time should change based on their accomplishments and level.</p><p></p><p>The nature of the threats the PCs deal with at each tier need to vary qualitatively and quantatively. </p><p></p><p>Some paragon locations need to be exotic and evocative, epic locations even more so.</p><p></p><p>Long running campaigns tend to accumulate hanging plot hooks, so players assemble long to-do lists as time goes on. I like this, and in my current campaign, approaching epic, I'm considering mixing up the long adventure modules with lots of short adventures which address their personal to-do lists.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5637246, member: 2656"] I think campaigns become more individual as they move between tiers. Heroic tier is the one most people have lots of experience of - most campaigns start and end in this tier IMO. The essence of getting players to feel the difference between tiers is in their interactions with NPCs and the world outside the dungeon. NPCs in particular can give the PCs a feeling their status has changed more than just in level - a powerful patron at heroic level can become a trusted peer at paragon and then a valued local contact at epic. How existing and new NPCs treat them over time should change based on their accomplishments and level. The nature of the threats the PCs deal with at each tier need to vary qualitatively and quantatively. Some paragon locations need to be exotic and evocative, epic locations even more so. Long running campaigns tend to accumulate hanging plot hooks, so players assemble long to-do lists as time goes on. I like this, and in my current campaign, approaching epic, I'm considering mixing up the long adventure modules with lots of short adventures which address their personal to-do lists. [/QUOTE]
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