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Storylines: Epic or non-epic

Started by Varaj, March 09, 2006, 12:41:59 PM

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Varaj

Which you prefer as a player, as a GM?

I tend to like non-epic games myself.
  1. A robot may not harm a human being, or, through inaction, allow a human being to come to harm.
   2. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
   3. A robot must protect its own existence, as long as such protection does not conflict with the First or Second Law.

Aelfinn

If by epic storylines you mean campaign-spanning world-changing events where the players are in the thick of things, then I'm all for them.
Bedd Ann ap lleian ymnewais fynydd  
Iluagor Llew Ymrais
Prif ddewin merddin Embrai
[/SIZE][/I]

Varaj

Quote from: AelfinnIf by epic storylines you mean campaign-spanning world-changing events where the players are in the thick of things, then I'm all for them.

Pretty much what I mean.
  1. A robot may not harm a human being, or, through inaction, allow a human being to come to harm.
   2. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
   3. A robot must protect its own existence, as long as such protection does not conflict with the First or Second Law.

Nicephorus

I tend to prefer non-epic ones.  First of all, I'm not that much into high level play in any system - if you're individual contribution is that critical,  you're usually pretty godlike.  Epic plots also encourage high fantasy character types who are very altruistic - saving the world because that's just what they do.  It's also hard to do good epic plots that aren't huge with tons of plot holes.
 
It can be done well but it usually isn't.

Ragnarok N Roll

Quote from: VarajWhich you prefer as a player, as a GM?

I tend to like non-epic games myself.

What would be an example of one of your "non-epic" games?
"God is dead" - Nietzsche

"Nietzsche is dead" - God.

Nicephorus

A slight recanting.  I'm alright with down to earth characters whose actions occasionally had epic motivations.  Something along the lines of the Fafhrd and Gray Mouser, where they had human motivations but their plots sometimes affected the world.

Maddman

Both, though I tend toward the epic.  Even in a gritty game like AFMBE, I'll tend to let the PCs do something big rather than just survive.
I have a theory, it could be witches, some evil witches!
Which is ridiculous \'cause witches they were persecuted Wicca good and love the earth and women power and I'll be over here.
-- Xander, Once More With Feeling
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Varaj

Quote from: Ragnarok N RollWhat would be an example of one of your "non-epic" games?

An example of non-epic:
Lets take a fairly typical adventuring group.  They get together to travel into to the big city to earn fame and fortune from small town.  On route they pass through a small town that ask them to remove some bandits troubling the town.  Que adventure.
After they travel some to big town.  They decide they like working together and look for work/adventure.
Take a job to run a rich man to old keep to retrieve family jewels.  Que adventure.
Sister of adventure kidnapped by slavers track down slaver break up ring.
Etc.
  1. A robot may not harm a human being, or, through inaction, allow a human being to come to harm.
   2. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
   3. A robot must protect its own existence, as long as such protection does not conflict with the First or Second Law.

eCK0

I like a mixture of the two.  Start off with several small quests that don't seem in any way tied to each other, but as you progress, you start to uncover a deeper, darker story line.
 

Aelfinn

Quote from: eCK0I like a mixture of the two.  Start off with several small quests that don't seem in any way tied to each other, but as you progress, you start to uncover a deeper, darker story line.

That's always been a good way to do things, IMO
Bedd Ann ap lleian ymnewais fynydd  
Iluagor Llew Ymrais
Prif ddewin merddin Embrai
[/SIZE][/I]

Varaj

Quote from: eCK0I like a mixture of the two.  Start off with several small quests that don't seem in any way tied to each other, but as you progress, you start to uncover a deeper, darker story line.

Do you run into a problem with when the epic storyline ends campaign can stumble and even end?
  1. A robot may not harm a human being, or, through inaction, allow a human being to come to harm.
   2. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
   3. A robot must protect its own existence, as long as such protection does not conflict with the First or Second Law.

Ragnarok N Roll

I understand and I prefer running games that way myself, but I also have a underlining story that goes along with that approach. That is they aquire property, followers, and other things that tie them to the setting. Those things also provide plot hooks for later campaigns.
"God is dead" - Nietzsche

"Nietzsche is dead" - God.

eCK0

Well, ideally it'll be planned out so that the characters are leveled to the point of where they wanted them.  Sure, you could continue, but at that point there's really no point in continueing.  I find it best to get a good idea of how leveled the players want their characters to be, then create a story around that.
 

Ragnarok N Roll

Quote from: eCK0I like a mixture of the two.  Start off with several small quests that don't seem in any way tied to each other, but as you progress, you start to uncover a deeper, darker story line.

I like recurring villians. The type that don't reappear for years "campaign time" that the players almost forgot about.
"God is dead" - Nietzsche

"Nietzsche is dead" - God.

eCK0

Agreed, a campaign that takes several years real time is always fun.  A true campaign as opposed to an "adventure".