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<blockquote data-quote="(un)reason" data-source="post: 6085128" data-attributes="member: 27780"><p><strong><u>Dragon Issue 307: May 2003 </u></strong></p><p></p><p></p><p>part 7/9</p><p></p><p></p><p>The ice wall campaign: There's plenty of room in Westeros for D&D style roaming bands of adventurers at the edge of civilisation. If you've broken the law and want to leave your old identity behind rather than hang or rot in jail, you can sign on with the wall guards that keep barbarians and monsters from invading the southern lands. If that's still not enough excitement, from there it's a simple step to disappear into the frozen wilderness full of wolves, wights, dragons, and mysterious winter fae. And that'll probably be all the excitement you can handle without wizards and clerics to fill out the party and make things less inexplicable. There's still a fair amount left open here, presumably because it hasn't been properly detailed in the books, which means the DM has plenty of leeway to decide what else is out there, but won't be able to get away with being lazy and sticking strictly to published material. Still, like the overview of mystara in X1, it's enough to go on for now, and does contain some genuinely evocative elements. So far, so playable. </p><p></p><p></p><p>The clash of kings: Our second campaign idea is of course going right to the centre of the empire and immersing yourself in political struggle. Course, if you aren't from one of the great houses, the deck is stacked against you. Still, with 5 of them, there's plenty of room for making alliances and marrying into power that might let you claw your way up if you have something to offer. And let's face it, there's a good deal to fight for. This is organised by houses and the territories they command, with details of NPC's and adventure seeds for each. So it doesn't feel as detailed and cohesive as the icewall campaign, but it does have more scope to it. You have a much greater number of cultures and terrains to deal with, and the chance to assemble armies and amass riches in a way a band of wandering miscreants couldn't. Mind you, plenty of emphasis is put on how magic low Westeros is compared to a standard 3e campaign, so even at 20th level you won't be rocking a full regalia of +5 gear and unleashing meteor swarms on a daily basis. But if the characters are born to that world, they won't know that. And what's important to in feeling rich is that you're better off than your neighbours, not that you're objectively well off. There's plenty to fight for and win here, and the challenges will remain challenging at all levels (and don't get complacent even if you do win, because political manoeuvring never stops, and winter is coming. ) I think this article manages to successfully convey how big the world is and how easily you could run an entire campaign set there. When you've got strong material to work with, everything else looks much easier.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6085128, member: 27780"] [B][U]Dragon Issue 307: May 2003 [/U][/B] part 7/9 The ice wall campaign: There's plenty of room in Westeros for D&D style roaming bands of adventurers at the edge of civilisation. If you've broken the law and want to leave your old identity behind rather than hang or rot in jail, you can sign on with the wall guards that keep barbarians and monsters from invading the southern lands. If that's still not enough excitement, from there it's a simple step to disappear into the frozen wilderness full of wolves, wights, dragons, and mysterious winter fae. And that'll probably be all the excitement you can handle without wizards and clerics to fill out the party and make things less inexplicable. There's still a fair amount left open here, presumably because it hasn't been properly detailed in the books, which means the DM has plenty of leeway to decide what else is out there, but won't be able to get away with being lazy and sticking strictly to published material. Still, like the overview of mystara in X1, it's enough to go on for now, and does contain some genuinely evocative elements. So far, so playable. The clash of kings: Our second campaign idea is of course going right to the centre of the empire and immersing yourself in political struggle. Course, if you aren't from one of the great houses, the deck is stacked against you. Still, with 5 of them, there's plenty of room for making alliances and marrying into power that might let you claw your way up if you have something to offer. And let's face it, there's a good deal to fight for. This is organised by houses and the territories they command, with details of NPC's and adventure seeds for each. So it doesn't feel as detailed and cohesive as the icewall campaign, but it does have more scope to it. You have a much greater number of cultures and terrains to deal with, and the chance to assemble armies and amass riches in a way a band of wandering miscreants couldn't. Mind you, plenty of emphasis is put on how magic low Westeros is compared to a standard 3e campaign, so even at 20th level you won't be rocking a full regalia of +5 gear and unleashing meteor swarms on a daily basis. But if the characters are born to that world, they won't know that. And what's important to in feeling rich is that you're better off than your neighbours, not that you're objectively well off. There's plenty to fight for and win here, and the challenges will remain challenging at all levels (and don't get complacent even if you do win, because political manoeuvring never stops, and winter is coming. ) I think this article manages to successfully convey how big the world is and how easily you could run an entire campaign set there. When you've got strong material to work with, everything else looks much easier. [/QUOTE]
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