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Discussion - LEW 4th Edition
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<blockquote data-quote="Graf" data-source="post: 4385665" data-attributes="member: 3087"><p>Generally I think I agree with the spirt of what you're saying.</p><p></p><p>I wanted to call something specific out.</p><p></p><p></p><p>We think about this completely differently.</p><p></p><p>Lets say that a DM runs a great adventure in the Mud Tomb; it's low level and nearby the main city.</p><p>Mid-way through something happens; the DM is gone. The party has to leave.</p><p>The adventurers loved the Mud Tomb, they want to go back; no other DM wants to run that dungeon though. They want to run their own stuff.</p><p></p><p>You're "living" world is now half-dead. The map is riddled with leavings of DMs-that-were. Maybe some stuff gets picked up, but some won't, and over time, that amount will increase.</p><p></p><p>In this other proposed structure , what happens when the DM of an area disappears? </p><p>That dungeon got pulled into another zone and is gone (or replaced with a new zone that a new DM wants to run).</p><p>If a zone falls into disuse maybe it "falls out of planar alignment"; your characters would love to go back to the mud-tomb, but the astral paths have grown long and thin and they can not hope to survive the newly dangerous trip through the dark beyond.</p><p></p><p>(And if the DM comes back? or a new DM wants to use it? Volia! it's back in alignment)</p><p></p><p>Instead of dealing with the problem OOC (the players don't have their characters mention their old adventure because they can't go back) you can deal with it IC.</p><p></p><p>Your setting now matches the OOC reality. If your goals in an living RPG are easy-of-use and verisimilitude I will argue that this is a vast improvement.</p></blockquote><p></p>
[QUOTE="Graf, post: 4385665, member: 3087"] Generally I think I agree with the spirt of what you're saying. I wanted to call something specific out. We think about this completely differently. Lets say that a DM runs a great adventure in the Mud Tomb; it's low level and nearby the main city. Mid-way through something happens; the DM is gone. The party has to leave. The adventurers loved the Mud Tomb, they want to go back; no other DM wants to run that dungeon though. They want to run their own stuff. You're "living" world is now half-dead. The map is riddled with leavings of DMs-that-were. Maybe some stuff gets picked up, but some won't, and over time, that amount will increase. In this other proposed structure , what happens when the DM of an area disappears? That dungeon got pulled into another zone and is gone (or replaced with a new zone that a new DM wants to run). If a zone falls into disuse maybe it "falls out of planar alignment"; your characters would love to go back to the mud-tomb, but the astral paths have grown long and thin and they can not hope to survive the newly dangerous trip through the dark beyond. (And if the DM comes back? or a new DM wants to use it? Volia! it's back in alignment) Instead of dealing with the problem OOC (the players don't have their characters mention their old adventure because they can't go back) you can deal with it IC. Your setting now matches the OOC reality. If your goals in an living RPG are easy-of-use and verisimilitude I will argue that this is a vast improvement. [/QUOTE]
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