Today, in my Star Wars SAGA roleplaying game, I had an interesting revelation. Basically, I was thinking about the climax to an adventure where the player characters are going to track down an Imperial Admiral for a bounty. I decided to end the game by mimicking the final scene from Wedge's Gamble where a Super Star Destroyer pulls out of the planet's surface on Coruscant. The climax of the game would be the player characters proceeding to sabotage the interior of the vessel and blowing the whole thing sky-high before making their dramatic escape. It then occurred to me that this isn't the climax to a campaign. It's just a regular adventure and the player characters are fairly low to mid-level (7th or so). I wondered about the nature of whether I was making the game too "over the top." I then judged, this being Star Wars where the first movie ends with the player characters blowing up the Death Star, that this was just the right amount of over the top. I was curious about other players and Game Masters in various games. How over the top do you allow your games to be? What are the ups and downsides of going way over the top? Which is better, players thwarting galaxy wide and planet busting weapons every week versus more subdued opponents? How should this effect gameplay?