What does "epic gaming" mean to you?

Jürgen Hubert

First Post
And I'm not talking about the classical, non-gaming sense of vast, sweeping stories. No, I am talking about ultra-powerful player characters, like 21+ level characters in D&D.

Until recently, I was leery about campaigns involving characters that powerful. But right now I am running an Exalted campaign, which is all about such powerful characters, and this experience has changed my mind.

I think such characters need to define their own goals. The classical "fame and fortune" just won't cut it any more - they are either already rich beyond avarice or can become so without much effort, and it is far more difficult for them to not become famous and staying unknown than the reverse. It is thus absolutely vital that they set their own goals, and plan how to get there, or there will be little to drive the campaign other than perhaps the occasional threat to the entire world.

Another aspect is that the PCs realize that they, and only they, are responsible for their actions. There isn't anyone who can casually slap them around when they are doing something "wrong", like the authorities of the realms they visited when they were low-level. There is no one who can stop them without expanding significant amounts of resources, and thus, most people will think twice about crossing them, but prefer to work around or with them instead. In the end, what will limit them will be their own consciences ("If we do this, many people will die. But if we don't, even more people will die!") and their awareness of the terrible burden of responsibility that comes with their power - or if their consciences have no sway over them, they will set out to rule the world, which offers plenty of opportunity for lots of adventures, and even entire campaigns!


So, what do you think epic-level campaigns should be like?
 

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I'll just say it.
Sepulchrave's story hour shows what epic gaming should be.

Aside from that -- I'm not really sure what epic gaming in the sense you mean it as should be. I've ran it twice, and I liked it, but it was just sort of a novelty to me. Fun, but, a novelty.
 

Edit:
My apologies, after working a 20 hour shift I guess I shouldn’t post. I completely missed the subject and wasted some space on your thread.

Please disregard.
 
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Jürgen Hubert said:
I think such characters need to define their own goals. The classical "fame and fortune" just won't cut it any more - they are either already rich beyond avarice or can become so without much effort, and it is far more difficult for them to not become famous and staying unknown than the reverse. It is thus absolutely vital that they set their own goals, and plan how to get there, or there will be little to drive the campaign other than perhaps the occasional threat to the entire world.

You pretty much hit it on the head for me. I look forward to the epic levels for these reasons. I also try to weave plots that create multiple responsibilities for the PCs, which goes hand-in-hand with your ideas about their actions having consequences.
 

Jürgen Hubert said:
So, what do you think epic-level campaigns should be like?

I think the aspects of being responsible for their own actions and the like is a characteristic of sub-20th level PCs as well so I really wouldn't peg that as unique to epic level games.

I've run one epic level campaign and am approaching epic level in the current one. For me, what is important is a setting where epic levels make sense. I.e., there is a world with credible epic level NPCs, monsters and challenges. To me, any style campaign requires careful integration into the setting so that the whole thing hangs together.

So, in the first attempt, the campaign was structured to be one where the PCs could achieve divinity and as they reached epic level, the game moved into the classic D&D planes setting where everything can easily be epic level.

In the current game, the setting is very high powered with lots of non-human races (celestials, dragons, etc.) even in the party. We even started with the PCs about ECL 12. So an epic progression is still fairly natural here. In both games, pre-epic levels, the PCs were getting to be powers in their own right and set their own paths so I don't think of that as specifically a characteristic of epic levels.

BTW for our second go at this, I don't think we will use the epic rules. I like the epic feats but the epic spell system and BAB progression doesn't work well for me. We won't go much beyond 20th so just normal progressions should work for us.
 

Epic Level should give you the tales for the creations of artifacts. They should be significant and weighty.

I do think being proactive is important, and many gamers and DM's are content enough with the reactive style that embracing epic levels is hard for them.
 

The real high-end of the power level when I DM... around level 6 to 8. Fighting ogre lords, ancient trolls, evil wizards... I mean, when did that stuff stop being epic anyway?
 

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