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Discussion - LEW 4th Edition
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<blockquote data-quote="Rae ArdGaoth" data-source="post: 4384473" data-attributes="member: 21064"><p>My fear of allowing these easily created zones is a lack of cohesion to the world. The prescribed norm would be to create your own zone for whatever new purpose you come up with. The zones, I predict, would become isolated and disconnected. Each DM would cart the PCs off to a new zone for every adventure, or to that DM's own zone, and the world isn't "living" in the sense that other PCs/DMs influence the world around you. L4W then becomes a forum for matching PCs to DMs with the Judges as safety nets for disappearing DMs, but not much more.</p><p></p><p>This is a worst case scenario, in my opinion. It could very well be that people link zones up frequently and create their own truly unique interplay of allied floating islands or whatever.</p><p></p><p>So yeah, we could define the world as an array of varied zones, linked together in some fashion. But imagine we <em>didn't</em> explicitly say, "Okay guys, L4W is a world of many large floating elephants walking in a vast Enworphant herd, and the worlds on their backs are sometimes linked by their massive trunks as they greet and bathe each other."</p><p></p><p>Even without this explicit statement, a DM who wants to run a game on an elephant's back could look at past adventures, look at the world lore, and exclaim, "By golly, what this world needs is some giant elephants!" So he creates The Mud Pit, an impossibly large crater, filled with mud, in which a "small" herd of immense elephants slowly wade. A citizen of one of these Elephant Lands travels to the Green Dragon Inn, where many brave adventurers gather. He enters the inn, announces his name ("Cue Tippe, of Elefanta!"), and proclaims, "The carrier Enworphant of my homeland Elefanta has a monster infestation in its trunk. We need powerful heroes to rid it of the monsters and stop the sneezes that are bringing down our cities!" And so begin the less-than-glorious adventures of Cue Tippe and the Sinus Exterminators Extraordinaire. If this quest is successful, other DMs may start games on the backs of elephants, and the Mud Pit can take a more central role in L4W.</p><p></p><p>Anyway, my point is, L4W should start detailed enough that DMs have a setting to place their adventures, but vague enough that DMs have plenty of other places to set their adventures. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Rae ArdGaoth, post: 4384473, member: 21064"] My fear of allowing these easily created zones is a lack of cohesion to the world. The prescribed norm would be to create your own zone for whatever new purpose you come up with. The zones, I predict, would become isolated and disconnected. Each DM would cart the PCs off to a new zone for every adventure, or to that DM's own zone, and the world isn't "living" in the sense that other PCs/DMs influence the world around you. L4W then becomes a forum for matching PCs to DMs with the Judges as safety nets for disappearing DMs, but not much more. This is a worst case scenario, in my opinion. It could very well be that people link zones up frequently and create their own truly unique interplay of allied floating islands or whatever. So yeah, we could define the world as an array of varied zones, linked together in some fashion. But imagine we [I]didn't[/I] explicitly say, "Okay guys, L4W is a world of many large floating elephants walking in a vast Enworphant herd, and the worlds on their backs are sometimes linked by their massive trunks as they greet and bathe each other." Even without this explicit statement, a DM who wants to run a game on an elephant's back could look at past adventures, look at the world lore, and exclaim, "By golly, what this world needs is some giant elephants!" So he creates The Mud Pit, an impossibly large crater, filled with mud, in which a "small" herd of immense elephants slowly wade. A citizen of one of these Elephant Lands travels to the Green Dragon Inn, where many brave adventurers gather. He enters the inn, announces his name ("Cue Tippe, of Elefanta!"), and proclaims, "The carrier Enworphant of my homeland Elefanta has a monster infestation in its trunk. We need powerful heroes to rid it of the monsters and stop the sneezes that are bringing down our cities!" And so begin the less-than-glorious adventures of Cue Tippe and the Sinus Exterminators Extraordinaire. If this quest is successful, other DMs may start games on the backs of elephants, and the Mud Pit can take a more central role in L4W. Anyway, my point is, L4W should start detailed enough that DMs have a setting to place their adventures, but vague enough that DMs have plenty of other places to set their adventures. :) [/QUOTE]
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