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Discussion - LEW 4th Edition
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<blockquote data-quote="Wik" data-source="post: 3742179" data-attributes="member: 40177"><p>How'd you guess? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>*** </p><p></p><p>Re: The archipelego idea.</p><p></p><p>the reason I like an archipelego feel for a world is that it's perfect for a PBP, where each GM can pretty much add their own island as they see fit, without worrying too much about stepping on people's toes. As for ship-to-ship combat rules, well... I'm pretty sure that any GM that wants to include them will have their own way of running it. (For example, in my current game I'm running, I have a skyship attacking a tower - and I'm just winging it. It's not hard to do).</p><p></p><p>As for the big city idea - right now, both the adventures I've run in LEW have been urban in nature, and both times, I've got the same comment from judges - namely, "Orussus is too small for a group that size". I'm pushing boundaries with the blacklilies, and they're less than 30 strong! </p><p></p><p>Since the main city is where all adventures start, and a large number of low-level adventures will probably take place in the starting city, I think it should be a fairly large place, so that it can support all the weird things individual GMs think up. I'm not talking about it necessarily being Ptolus, or Imperial Rome (though, that would be cool!). But I do think it should be large enough that we can have sizable thieves' guilds, enough room for competing power groups (and lots of 'em!), and room for adventure.</p><p></p><p>As an idea, it could be cool to have the main city be mobile... maybe a floating island or something, or a "ship city" that floats from island to island (the benefit being that it's easy enough to say "hey, the city happens to be right next to the adventure site!"</p><p></p><p>***</p><p></p><p>An alternative to the archipelego idea would be a planar game, with the main city being something like sigil. The downside to this, in my opinion, is that it's too easy to have each GM run a game in their own plane, and that pretty much destroys the whole point of a living campaign - that characters interact with their world, and build on each others' exploits.</p><p></p><p>***</p><p></p><p>And Trouvere - quiet, you. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Wik, post: 3742179, member: 40177"] How'd you guess? ;) *** Re: The archipelego idea. the reason I like an archipelego feel for a world is that it's perfect for a PBP, where each GM can pretty much add their own island as they see fit, without worrying too much about stepping on people's toes. As for ship-to-ship combat rules, well... I'm pretty sure that any GM that wants to include them will have their own way of running it. (For example, in my current game I'm running, I have a skyship attacking a tower - and I'm just winging it. It's not hard to do). As for the big city idea - right now, both the adventures I've run in LEW have been urban in nature, and both times, I've got the same comment from judges - namely, "Orussus is too small for a group that size". I'm pushing boundaries with the blacklilies, and they're less than 30 strong! Since the main city is where all adventures start, and a large number of low-level adventures will probably take place in the starting city, I think it should be a fairly large place, so that it can support all the weird things individual GMs think up. I'm not talking about it necessarily being Ptolus, or Imperial Rome (though, that would be cool!). But I do think it should be large enough that we can have sizable thieves' guilds, enough room for competing power groups (and lots of 'em!), and room for adventure. As an idea, it could be cool to have the main city be mobile... maybe a floating island or something, or a "ship city" that floats from island to island (the benefit being that it's easy enough to say "hey, the city happens to be right next to the adventure site!" *** An alternative to the archipelego idea would be a planar game, with the main city being something like sigil. The downside to this, in my opinion, is that it's too easy to have each GM run a game in their own plane, and that pretty much destroys the whole point of a living campaign - that characters interact with their world, and build on each others' exploits. *** And Trouvere - quiet, you. ;) [/QUOTE]
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