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<blockquote data-quote="LordArchaon" data-source="post: 4091406" data-attributes="member: 60929"><p>My latest 3.5 campaign was the first set in a home-brew world, and it started so slowly in real life time terms and so fast in leveling up terms, that I became overwhelmed with threat re-adjusting (just as spunky_mutters says) and players became tired of the long times between sessions, also because the incredibly long time it took for me to develop things as traps and NPCs.</p><p>Even monsters, I always wanted to customize them, because especially in a home-brew campaign, I don't want my players to discuss at the table things like "Oh, that's a bodak, we must lure him in direct sunlight or cast a daylight spell". I want my monsters to be different.</p><p>So apart from being excited by the new *functioning* math of 4e, I really CAN'T WAIT June because 4e will not just revamp, but RISE FROM THE DEAD my campaign. And that's because I now see with my eyes what they intended when they said monster and NPC developing was many times faster.</p><p></p><p>Speaking of changes to my campaign, I must say I was playing PoL since much before the developers thought about it, I always had that concept in mind when imagining appealing worlds. So I'll just have to change the cosmology (which was practically absent, because the world is thought as a pseudo-realistic, very ancient earth), that I think I will just re-organize geometrically, namely putting the Elemental Chaos and/or the Nine Hells literally INSIDE the material world, and explaining Feywild and Shadowfell in some pseudo-rational way, linking them to the appearance of gods (actual villains) in the material world and things like that. Races... I see them as easily developable, just like monsters... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="LordArchaon, post: 4091406, member: 60929"] My latest 3.5 campaign was the first set in a home-brew world, and it started so slowly in real life time terms and so fast in leveling up terms, that I became overwhelmed with threat re-adjusting (just as spunky_mutters says) and players became tired of the long times between sessions, also because the incredibly long time it took for me to develop things as traps and NPCs. Even monsters, I always wanted to customize them, because especially in a home-brew campaign, I don't want my players to discuss at the table things like "Oh, that's a bodak, we must lure him in direct sunlight or cast a daylight spell". I want my monsters to be different. So apart from being excited by the new *functioning* math of 4e, I really CAN'T WAIT June because 4e will not just revamp, but RISE FROM THE DEAD my campaign. And that's because I now see with my eyes what they intended when they said monster and NPC developing was many times faster. Speaking of changes to my campaign, I must say I was playing PoL since much before the developers thought about it, I always had that concept in mind when imagining appealing worlds. So I'll just have to change the cosmology (which was practically absent, because the world is thought as a pseudo-realistic, very ancient earth), that I think I will just re-organize geometrically, namely putting the Elemental Chaos and/or the Nine Hells literally INSIDE the material world, and explaining Feywild and Shadowfell in some pseudo-rational way, linking them to the appearance of gods (actual villains) in the material world and things like that. Races... I see them as easily developable, just like monsters... :) [/QUOTE]
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