Good gods. Three weeks without a blog post. Ok while I will take full responsibility for not putting a serious priority on the blog, well, so goes life. I wont try to list all the personal and work things going on that took higher priority in that time frame. And I will not make excuses for putting my oldest friend first next weekend with his reception party for his recent wedding. Nor for putting my wife first and taking her on a vacation to the coast while we make our way to said reception event. So to my loyal reader/s who show up with regularity and read every one of these posts, now you know whats up. And if someone got me a job posting these things and creating wild and crazy ideas for adventures and worlds, well then and only then would I be here on a permanent basis. 🙂
So with all that out of the way, we can ask the usual type of question, what the hell does he mean by Epic Adventures?
So Epic Adventures, also known in some parts as Adventure Paths are a series of adventures and encounters set up to bring a group of player characters in a level based game setting from level one up to the top levels of play. The first example that I am aware of (please note that I say aware of, because there are likely more out there that I dont know of as this is a fairly cool concept) was Castle Greyhawk. This was originally published back in 1988 by TSR for Advanced Dungeons and Dragons. It was intended to be a series of comedy adventures in a single castle that you could bring your players back to from time to time to unwind a little from more intense stories. However if you really cleared things out and did not mind creeping through humor all the time you could make it from level one to level 20 or so depending on classes by the time you cleared all the levels under the castle. While the next was not intended to have you start at first level, you could with a little tweaking make it work and that was The Ruins of Undermountain also published by TSR, this time in 1991. What made Undermountain and its sequel/add on was that it was not designed to be anything more than a serious dungeon crawl adventure. However with good work by a good DM you could make it an ongoing campaign.
Later on you would see things like the Shackled City campaign that was originally published in series in Dungeon magazine in 2003, The Worlds Largest Dungeon published in 2004, and a TON of adventure paths set up by Piazo for Pathfinder. The later offerings went past meeting in a bar and starting up a series of raids to gain levels. They plotted a story, gave NPCs background and gave characters a reason to keep things going.
Dont get your undies in a bundle that I am not mentioning your favorite module series. While nearly every game system out there has published adventures that take a story-line over multiple modules (DC Heroes, Star Frontiers, Marvel Super Heroes, and all generations of D&D to name a few) there are a lot of notable exceptions (Champions, GURPS, and SLA Industries once again to name a few). But the reason I am not bringing them up right now is because while they may tell a story over a few adventures, they are not epics that can get characters from the start of their career to the very top of their game. There are also a few publishers that have made a full story-line out of their entire publication series, but only if you pay attention (Shadowrun and the original World of Darkness (all five main games) make great examples here). This last concept is usually referred to as a Meta Plot which means that not mater what you do or where you go you are playing in the same story line.
Now then these epics all have one really big challenge. The players. If they go off the rails of the story/adventure the GM has set up before them, well things go pear shaped really quick. Or at least they can. If the person running the game has prepped for their players to run out at just about any part of the game, then things will not go off the rails at all really.
For myself I happen to love epic stories. However I also happen to know that every group I have ever played with likes to go outside the lines of the story and may want to chase down very minor plot threads that could seem like a waste of time in the overall plot. Actually I have had game groups run from the main plot right at the get go. And while it will occasionally get frustrating, I have a method of working around that. I call it the Epic Clock. I put down a time line for things to happen in on the main plot. If the characters get involved then sure they are the chosen ones. If they run from it, well then whomever else becomes the chosen ones will either save everything or things will get messed up without them. This also means though that the characters can get involved at any time. Either being at the right place at the right point in the time line, or by finding a sub plot of some kind that leads them back into the main story/plot. Also I have a distaste for just setting up modules as offered for an epic. In recent times I have taken some old D&D modules (Basic, AD&D and AD&D 2nd ed) and put them into series so that they create an epic. All of these modules are fairly easy to modify into Pathfinder so I dont have to change too many NPCs or monsters in extreme ways. Or I just build my own out of whole cloth.
Now then dont think this keeps me from running one off nights, or even one off series. But having a over arching epic, and a timeline gives me something to run everything against.
I dont do this too often but I would actually like to hear from readers on this topic. Do you like one offs, epic stories, meta plots, timelines or just what in adventures? Just reply to the posting and let me know.
Ok signing off for now, so gimme the dice, I need to roll a d10000 to see how big the next adventure is…