Returning to more frequent blogging after a critical illness, I hope that you remember that I was just starting a series on Epic Adventures before I was taken ill. This is what is often called a 'setup post' - I am discussing what I will be discussing in future articles.
In reviewing the common elements in the various epic adventures I have played in or run I have identified a few common elements they seem to share. To wit:
1) The player characters are neither new nor high-level. What I mean is it appears that the 'sweet spot' of the most epic adventures involves PCs of 4th to 8th level. Competent but nor overwhelming.
2) Treasure is not a primary motivation. While there is almost always a lot of sweet loot involved after the adventure is over, the motivation for the adventure is never primarily treasure.
3) They involve large numbers of characters and/or NPCs, usually enough combatants to make mass combat a necessary element of play.
4) The stakes are high. 'Failure = guaranteed TPK' is usually the minimum threshold for an adventure to be epic.
5) The outcome is unpredictable. Even if the PCs do everything they can to stack the deck in their favor no one, including the DM, is sure who will win.
6) They involve NPCs familiar to the players. Not as universal as the others, this seems to make it easier for an adventure to be epic.
Over the next few weeks I will be blogging nd podcasting about these individual elements.
Good to see you
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