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Discussion - LEW 4th Edition
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<blockquote data-quote="Wik" data-source="post: 3742030" data-attributes="member: 40177"><p>Sounds good to me. Although, I think it might be better to round up a L4W design group (maybe six strong or so) to sketch out the basics of our world. And then have the unwashed masses (ie, our posters) fill it in with stuff they'd like to see. We write up draft #2, go over it again, and then start play.</p><p></p><p>Ideally, we should start work on the fluff fairly soon (as in a few months), and then when the game releases in may, we can start tweaking the setting to fit the rules a bit more accurately (this would roughly coincide with draft #2).</p><p></p><p>In any case, what I'd like to see in a L4W world:</p><p></p><p>1) Archipelego, with a mainlaind that's sort of like Xendrik or the Isle of Dread - a hotbed for adventure that's lined with ancient ruins. The islands of the archipelego are each independant kingdoms. We could detail the main ones, and then have numerous smaller ones that individual GMs could flesh out as they please.</p><p></p><p>2) Let the main city (the "Orussus" of the game world) be something a bit larger than Orussus. I'm thinking almost Ptolus-sized; a "hub" city that can support adventures a bit easier.</p><p></p><p>3) Keep the lower-magic feel of LEW in comparison to "Core" D&D worlds, since progression is still going to be fairly slow. </p><p></p><p>4) A "Double XP" house rule might fit, too, so that there's a higher degree of progression in our game. Or maybe a "1.5 times the XP" rule. I dunno. Just riffing, here (gaining one level per adventure I think is what we should be aiming for, since each adventure can take several months. I've been playing Galwynn for around four or five months now, and he just hit level 2. Which is cool and all, but part of the fun of D&D is levelling up, you know?)</p><p></p><p>5) I'd still say keep it core, but maybe with a vote in for special rules like we have over on the Living Eberron. Depending on how the system turns out.</p></blockquote><p></p>
[QUOTE="Wik, post: 3742030, member: 40177"] Sounds good to me. Although, I think it might be better to round up a L4W design group (maybe six strong or so) to sketch out the basics of our world. And then have the unwashed masses (ie, our posters) fill it in with stuff they'd like to see. We write up draft #2, go over it again, and then start play. Ideally, we should start work on the fluff fairly soon (as in a few months), and then when the game releases in may, we can start tweaking the setting to fit the rules a bit more accurately (this would roughly coincide with draft #2). In any case, what I'd like to see in a L4W world: 1) Archipelego, with a mainlaind that's sort of like Xendrik or the Isle of Dread - a hotbed for adventure that's lined with ancient ruins. The islands of the archipelego are each independant kingdoms. We could detail the main ones, and then have numerous smaller ones that individual GMs could flesh out as they please. 2) Let the main city (the "Orussus" of the game world) be something a bit larger than Orussus. I'm thinking almost Ptolus-sized; a "hub" city that can support adventures a bit easier. 3) Keep the lower-magic feel of LEW in comparison to "Core" D&D worlds, since progression is still going to be fairly slow. 4) A "Double XP" house rule might fit, too, so that there's a higher degree of progression in our game. Or maybe a "1.5 times the XP" rule. I dunno. Just riffing, here (gaining one level per adventure I think is what we should be aiming for, since each adventure can take several months. I've been playing Galwynn for around four or five months now, and he just hit level 2. Which is cool and all, but part of the fun of D&D is levelling up, you know?) 5) I'd still say keep it core, but maybe with a vote in for special rules like we have over on the Living Eberron. Depending on how the system turns out. [/QUOTE]
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