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General Tabletop Discussion
*Dungeons & Dragons
‘Witcher’ Style Adventures?
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<blockquote data-quote="Lyxen" data-source="post: 8491402" data-attributes="member: 7032025"><p>It worked quite well in our best campaign ever, 3(.5) that lasted about 10 years, a shared world with multiple DMs, where the adventurers were basically indentured slaves, charged with exploring the wilds around the new settlement, a necessary but thankless task in which many perished. Everyone in town despised them in particular for their weirdness but also for a number of bad occurrences within the town (the environment was so dangerous that there were incursions of the wild that left many dead, etc.).</p><p></p><p>That being said, after a few years, the adventurers, having grown powerful on the magic of the new world managed to band themselves in a guild, which made things better, changed their legal status, started to explore beyond the frontier, saved the town multiple times from threats from within and without, grew to be heroes reverred by the population, understood the cosmology and the cycle of decay and managed to ascend, replacing the dying pantheon. And now, whenever we start a campaign, the adventurers are the deities of the campaign... those that survived...</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8491402, member: 7032025"] It worked quite well in our best campaign ever, 3(.5) that lasted about 10 years, a shared world with multiple DMs, where the adventurers were basically indentured slaves, charged with exploring the wilds around the new settlement, a necessary but thankless task in which many perished. Everyone in town despised them in particular for their weirdness but also for a number of bad occurrences within the town (the environment was so dangerous that there were incursions of the wild that left many dead, etc.). That being said, after a few years, the adventurers, having grown powerful on the magic of the new world managed to band themselves in a guild, which made things better, changed their legal status, started to explore beyond the frontier, saved the town multiple times from threats from within and without, grew to be heroes reverred by the population, understood the cosmology and the cycle of decay and managed to ascend, replacing the dying pantheon. And now, whenever we start a campaign, the adventurers are the deities of the campaign... those that survived... [/QUOTE]
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‘Witcher’ Style Adventures?
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