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Thieves' World/Lankhmar - why do you like them?
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<blockquote data-quote="Shadowdancer" data-source="post: 1325438" data-attributes="member: 515"><p>Well, they are near-perfect settings for running gritty, amoral urban campaigns.</p><p>I used Lankhmar as the setting for a lengthy, all-thieves campaign back in 1E, and again in 2E. I think the players liked the sense that it wasn't a clearly defined, black-and-white, good vs. evil sort of place. They could be "bad" and break the rules occassionally (or more often), and not have to worry about alignement consequences. Of course, there were always other consequences. <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>Also, the settings seem to be more character-driven. Even as low-level characters, the players knew their actions could have a noticible impact on the setting. It's a dynamic setting, not static, as many traditional dungeons tend to be.</p><p> </p><p>And they are great settings for role-playing. So many NPCs, so little time. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> It's very challenging, and rewarding, for the DM as well, coming up with so many NPCs. And easy to run a game that is heavy on improvisation and lite on traditional adventure storyline railroading. You don't have to bring the adventure to the players; just turn them loose and let them find their own adventures.</p><p> </p><p>Those are just my feelings, based on my experiences.</p></blockquote><p></p>
[QUOTE="Shadowdancer, post: 1325438, member: 515"] Well, they are near-perfect settings for running gritty, amoral urban campaigns. I used Lankhmar as the setting for a lengthy, all-thieves campaign back in 1E, and again in 2E. I think the players liked the sense that it wasn't a clearly defined, black-and-white, good vs. evil sort of place. They could be "bad" and break the rules occassionally (or more often), and not have to worry about alignement consequences. Of course, there were always other consequences. ;) Also, the settings seem to be more character-driven. Even as low-level characters, the players knew their actions could have a noticible impact on the setting. It's a dynamic setting, not static, as many traditional dungeons tend to be. And they are great settings for role-playing. So many NPCs, so little time. :) It's very challenging, and rewarding, for the DM as well, coming up with so many NPCs. And easy to run a game that is heavy on improvisation and lite on traditional adventure storyline railroading. You don't have to bring the adventure to the players; just turn them loose and let them find their own adventures. Those are just my feelings, based on my experiences. [/QUOTE]
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