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<blockquote data-quote="Siran Dunmorgan" data-source="post: 4434551" data-attributes="member: 39268"><p><strong>Elder Evils?</strong></p><p></p><p>Grumpy Celt, have you considered the impact of something more like a planned, intentional—as opposed to <em>imposed</em>—cataclysm on a world?</p><p></p><p>Wizards of the Coast's <em>Elder Evils</em> has some excellent material for playing through an actually apocalyptic campaign, in the sense that most of what the characters experience over the course of their careers as adventurers is the gradually increasing effect of the Signs of the end times. Only when the end is indeed near do the adventurers truly understand what has been happening for the previous months or years of the campaign. They experience apocalypse, that is, revelation in the most accurate sense of the term, as part of the campaign.</p><p></p><p>Not necessarily because the Dungeon Master wants downtrodden players—though anyone working with a pre-4th Edition <em>sphere of annihilation</em> is certainly courting disaster—but because this is what is called for by the drama of which they are a part.</p><p></p><p>In some cases, even if the heroes are successful in destroying the Elder Evil, the world to which the adventurers return is drastically different from the one they left: the waking of Leviathan has re-shaped mountain ranges and coastlines; some areas that were deserts are now swamps, and other changes have come to the world.</p><p></p><p>In one scenario—and I am not making this up: it's in the book—if the adventurers fail in their quest, all of existence simply winks out.</p><p></p><p>In other scenarios, the only people left alive are the refugees who managed to get off-plane before the world is consumed.</p><p></p><p>As I understand it, the objection that you have to scenarios involving cataclysm or the catastrophic re-making of a world seem to be when such scenarios are <em>imposed</em> on the game, rather than being the deliberately crafted climax, the inevitable culmination, if you will, of a long-running narrative, the signs of which had been posted many adventures before, sometimes a dozen levels before the end of the campaign.</p><p></p><p>In any event, the concepts in <em>Elder Evils</em>, while not quite presented with a Lovecraftian flair, are admirable views into what apocalypse—what <em>revelation</em>—can be.</p><p></p><p>—Siran Dunmorgan</p></blockquote><p></p>
[QUOTE="Siran Dunmorgan, post: 4434551, member: 39268"] [b]Elder Evils?[/b] Grumpy Celt, have you considered the impact of something more like a planned, intentional—as opposed to [I]imposed[/I]—cataclysm on a world? Wizards of the Coast's [I]Elder Evils[/I] has some excellent material for playing through an actually apocalyptic campaign, in the sense that most of what the characters experience over the course of their careers as adventurers is the gradually increasing effect of the Signs of the end times. Only when the end is indeed near do the adventurers truly understand what has been happening for the previous months or years of the campaign. They experience apocalypse, that is, revelation in the most accurate sense of the term, as part of the campaign. Not necessarily because the Dungeon Master wants downtrodden players—though anyone working with a pre-4th Edition [I]sphere of annihilation[/I] is certainly courting disaster—but because this is what is called for by the drama of which they are a part. In some cases, even if the heroes are successful in destroying the Elder Evil, the world to which the adventurers return is drastically different from the one they left: the waking of Leviathan has re-shaped mountain ranges and coastlines; some areas that were deserts are now swamps, and other changes have come to the world. In one scenario—and I am not making this up: it's in the book—if the adventurers fail in their quest, all of existence simply winks out. In other scenarios, the only people left alive are the refugees who managed to get off-plane before the world is consumed. As I understand it, the objection that you have to scenarios involving cataclysm or the catastrophic re-making of a world seem to be when such scenarios are [I]imposed[/I] on the game, rather than being the deliberately crafted climax, the inevitable culmination, if you will, of a long-running narrative, the signs of which had been posted many adventures before, sometimes a dozen levels before the end of the campaign. In any event, the concepts in [I]Elder Evils[/I], while not quite presented with a Lovecraftian flair, are admirable views into what apocalypse—what [I]revelation[/I]—can be. —Siran Dunmorgan [/QUOTE]
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