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What is the Problem with Union!
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<blockquote data-quote="Jürgen Hubert" data-source="post: 2857739" data-attributes="member: 7177"><p>Thanks for the kudos. <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></p><p></p><p>They can be far more mature than low-level campaigns. Low-level adventurers always have the excuse: "They are too powerful, so we simply can't change anything." Epic-level adventurers don't have that excuse. They <em>have</em> the power to change things. The question is whether they <em>should</em> change things, and whether their changes will be for the better - or worse. Depose the Evil Tyrant, sure - but then who keeps a whole region from falling into anarchy and chaos when his bureaucracy crumbles? Establish your own kingdom with the laws you have created - but will society be just, or suffer under its contradictory laws? All your personal power will make it easy for you to get to the top - but does it also make you an effective leader?</p><p></p><p>Frankly, if the PCs - or even the players - lack foresight, an Epic campaign doesn't actually need that many villains. The PCs dealing with the consequences of their own actions will provide plenty of adventure material on its own, as one thing leads to another and the world changes under their touch. And that's not "screwing with the PCs" - after all, in real life we also have to deal with the consequences of our actions for the rest of their lives, so how much larger must these consequences be for a group of people in whose footsteps nations tremble?</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 2857739, member: 7177"] Thanks for the kudos. ;) They can be far more mature than low-level campaigns. Low-level adventurers always have the excuse: "They are too powerful, so we simply can't change anything." Epic-level adventurers don't have that excuse. They [i]have[/i] the power to change things. The question is whether they [i]should[/i] change things, and whether their changes will be for the better - or worse. Depose the Evil Tyrant, sure - but then who keeps a whole region from falling into anarchy and chaos when his bureaucracy crumbles? Establish your own kingdom with the laws you have created - but will society be just, or suffer under its contradictory laws? All your personal power will make it easy for you to get to the top - but does it also make you an effective leader? Frankly, if the PCs - or even the players - lack foresight, an Epic campaign doesn't actually need that many villains. The PCs dealing with the consequences of their own actions will provide plenty of adventure material on its own, as one thing leads to another and the world changes under their touch. And that's not "screwing with the PCs" - after all, in real life we also have to deal with the consequences of our actions for the rest of their lives, so how much larger must these consequences be for a group of people in whose footsteps nations tremble? [/QUOTE]
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