Byrd
Adventurer
This idea bubbles up to the surface of my brain every once in a while: run a (short) campaign that works its way through each edition of D&D. In specific, I mean a Basic (probably B/X), AD&D1E, AD&D2E, 3E (maybe 3.5?), 4E and finally 5E (2014). One adventure per edition, so probably something like 20 sessions total.
But I need a good frame. I have considered the idea of making it generational (each new adventure is a new generation centered in the same place). ALternatives are time travel shenanegans, or a isekai/portal fantasy thing. Another question would be where to set it -- an official setting, a new setting, or a different setting per edition?
If you were going to embark on something like this (or, indeed, have done so) how would (or did) you go about it?
If I were to attempt such a thing:
Assuming player buy-in has occurred, and the DM has been granted an Indulgence permitting a rollercoaster (railroad)...
BECMI model of the multiverse (the "Great Wheel" is just one cluster of outer planes).
Portal and time travel.
Each change in ruleset represents the reality shift of different planes.
Assuming it's not a new character in each edition.
---
Start somewhere in the "Known World".
Many of the Gazetteers briefly mention how characters can get to the (AD&D) Forgotten Realms and Greyhawk settings from the various Gazetteer locations.
Toss in an artifact (Alphaks-entropic) that needs destroying, by being taken to each of the adventure locations.
['Cause, why not hit some clichés on the way from 0 to superhero.
Path of the Epic Hero revealed along the way?
Six rulesets (in 20 sessions?) We've left gonzo far behind.
]
Each step changes both location and time.
Step 0. Known World (BECMI)
Step 1. Greyhawk or FR (1e)
Step 2. Sigil (?) (2e)
Step 3. d20 Modern/3.x + Part 6 of IM1 The Immortal Storm [Novice Immortals team up with the PC's? Whispered info about the Path of the Epic Hero?]
Step 3.5 Eberron
Step 4. (4e) [Not familiar with this edition]
Step 5. (5e) Old Alphatia [Obscure crumbs of Mystara lore in 5e -- Destroy the artifact in a time before Alphaks becomes immortal, in the plane where he was born.]
BECMI model of the multiverse (the "Great Wheel" is just one cluster of outer planes).
Portal and time travel.
Each change in ruleset represents the reality shift of different planes.
Assuming it's not a new character in each edition.
---
Start somewhere in the "Known World".
Many of the Gazetteers briefly mention how characters can get to the (AD&D) Forgotten Realms and Greyhawk settings from the various Gazetteer locations.
Toss in an artifact (Alphaks-entropic) that needs destroying, by being taken to each of the adventure locations.
['Cause, why not hit some clichés on the way from 0 to superhero.
Six rulesets (in 20 sessions?) We've left gonzo far behind.
Each step changes both location and time.
Step 0. Known World (BECMI)
Step 1. Greyhawk or FR (1e)
Step 2. Sigil (?) (2e)
Step 3. d20 Modern/3.x + Part 6 of IM1 The Immortal Storm [Novice Immortals team up with the PC's? Whispered info about the Path of the Epic Hero?]
Step 3.5 Eberron
Step 4. (4e) [Not familiar with this edition]
Step 5. (5e) Old Alphatia [Obscure crumbs of Mystara lore in 5e -- Destroy the artifact in a time before Alphaks becomes immortal, in the plane where he was born.]
Figuring out an ECL chart across editions for character conversion...yikes!
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