clearstream
(He, Him)
I've been thinking of how the rules - which might be regarded as the practical metaphysics - might play out if earnestly incorporated into the game world. The led to the following notes. In short, given that levelling up yields such tremendous power, it seems to me that society must form around that central truth.
Influential People and Organisations
Power pivots on PCs and CCEQs, who can count themselves as strong as a small or even large army. This results in high-tier characters occupying the rulership roles of most polities—the Open Lord in Waterdeep and Matron Baenre in Menzoberranzan are examples. Heirs to power may have great advantages—magic items and loyal guardians—but to rule they must first adventure.
The unpredictable availability and concentration of power causes volatility, which elites attempt to mitigate via collaborative structures, designed to tip the balance in favour of people that they approve of—the Red Wizards, the hidden Lords and the Ruling Council of Eight are examples.
Characters are likely to find themselves increasingly drawn into alliance or conflict with such organisations as they advance.
Characters and Elites
The unearthing and destruction of vast amounts of wealth creates a potential for social mobility, which then plays out according to the whims of a small number of powerful individuals. Characters are therefore vectors of unwelcome turmoil for societies that seek to lock inequity in, under ruthlessly organised rulership.
The elites of disrupted societies, or those that fear disruption, will seek to destroy characters if they cannot control them.
Influential People and Organisations
Power pivots on PCs and CCEQs, who can count themselves as strong as a small or even large army. This results in high-tier characters occupying the rulership roles of most polities—the Open Lord in Waterdeep and Matron Baenre in Menzoberranzan are examples. Heirs to power may have great advantages—magic items and loyal guardians—but to rule they must first adventure.
The unpredictable availability and concentration of power causes volatility, which elites attempt to mitigate via collaborative structures, designed to tip the balance in favour of people that they approve of—the Red Wizards, the hidden Lords and the Ruling Council of Eight are examples.
Characters are likely to find themselves increasingly drawn into alliance or conflict with such organisations as they advance.
Characters and Elites
The unearthing and destruction of vast amounts of wealth creates a potential for social mobility, which then plays out according to the whims of a small number of powerful individuals. Characters are therefore vectors of unwelcome turmoil for societies that seek to lock inequity in, under ruthlessly organised rulership.
The elites of disrupted societies, or those that fear disruption, will seek to destroy characters if they cannot control them.
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