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What does 'epic' mean to you?
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<blockquote data-quote="Shemeska" data-source="post: 2765167" data-attributes="member: 11697"><p>Wombat mirrored many of my views earlier: Epic tends to be defined and split between two nearly mutually exclusive takes.</p><p></p><p>Take #1: There is [booming voice]EPIC!!11!!!11!1111!![/booming voice] which tends to be immature players with poor DMs running 400th level Monty Haul campaigns, having started their PCs at 400th level, with characterization and plot, if present at all, being entirely secondary to killing Deities and Archfiends and taking their stuff. Somewhere in here I'm sure some might find reason for frontal lobotomy, though that might be redundant. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Take #2: Campaign plots that have consequences and end reults that affect worlds, pantheons, or entire planes. These campaigns tend to be long term, have experienced players and DMs (though not necessarily), and the depth of these games tends to transcend the numbers.</p><p></p><p>For instance, [booming voice]EPIC!![/booming voice] might have a few level 200 PCs that gate into Nessus and kill Asmodeus in two rounds, then get bored and go fight Zeus because the DM rolled him up randomly in the next dungeon they went to. The next game the PCs fight eight gods and an overpower and gain divine rank themselves while getting kewl loot to brag about.</p><p></p><p>By comparison, Take #2 for an Epic game might have PCs, over the course of months to years of game play attempting to foil the grand schemes of a power mad Archfiend whose own ideas regarding the purity of Evil have already caused massive upheavals in the power structures of the lower planes, and even leaked into the concerns of the upper planes as well. The PCs start small, knowing little, having interactions with this fiend and his concerns that are tangential at first. Eventually they grow in power and knowledge, till eventually they can affect things, bit by bit, without being obliterated in the process. They don't march into Oinos with +38 vorpal exalted blades of kewlness, they go about things in less direct, more rational ways, that ultimately manage to turn the tide of events.</p></blockquote><p></p>
[QUOTE="Shemeska, post: 2765167, member: 11697"] Wombat mirrored many of my views earlier: Epic tends to be defined and split between two nearly mutually exclusive takes. Take #1: There is [booming voice]EPIC!!11!!!11!1111!![/booming voice] which tends to be immature players with poor DMs running 400th level Monty Haul campaigns, having started their PCs at 400th level, with characterization and plot, if present at all, being entirely secondary to killing Deities and Archfiends and taking their stuff. Somewhere in here I'm sure some might find reason for frontal lobotomy, though that might be redundant. ;) Take #2: Campaign plots that have consequences and end reults that affect worlds, pantheons, or entire planes. These campaigns tend to be long term, have experienced players and DMs (though not necessarily), and the depth of these games tends to transcend the numbers. For instance, [booming voice]EPIC!![/booming voice] might have a few level 200 PCs that gate into Nessus and kill Asmodeus in two rounds, then get bored and go fight Zeus because the DM rolled him up randomly in the next dungeon they went to. The next game the PCs fight eight gods and an overpower and gain divine rank themselves while getting kewl loot to brag about. By comparison, Take #2 for an Epic game might have PCs, over the course of months to years of game play attempting to foil the grand schemes of a power mad Archfiend whose own ideas regarding the purity of Evil have already caused massive upheavals in the power structures of the lower planes, and even leaked into the concerns of the upper planes as well. The PCs start small, knowing little, having interactions with this fiend and his concerns that are tangential at first. Eventually they grow in power and knowledge, till eventually they can affect things, bit by bit, without being obliterated in the process. They don't march into Oinos with +38 vorpal exalted blades of kewlness, they go about things in less direct, more rational ways, that ultimately manage to turn the tide of events. [/QUOTE]
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