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Are you doing something different with 5E?
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<blockquote data-quote="ccooke" data-source="post: 6423524" data-attributes="member: 6695890"><p>I'm running two games, both of which started with 4th edition. The next time I start a new game I'm planning to use some ideas some friends and I came up with on a LARP channel a few years back. Basically a post-magical-disaster world in which the nature of reality has been perverted. In terms of d&d, imagine if you (speaking extremely figuratively) used the plane of Limbo as a hammer to shatter the Prime Material - everything is disconnected pockets of solidity in a sea of multicoloured fog. Multicoloured fog that's sometimes teeming with horrors. Cheerful stuff like that. There will be some obvious (and many more not obvious) ways in which the stability of these pockets can be increased or decreased. There will certainly be <em>someone</em> who believes it's in their best interests for the situation to become a lot worse. </p><p></p><p>Mechanically, it's a bit like a hexcrawl. I have some predefined areas and I have the metaphysics in my head so I can come up with new bits and pieces on the fly. There's an overarching reason to do stuff - the initial hook will be "Find out why the mists are getting closer to your home village(s)", but it can develop from there in any direction based on whether the players follow the seeds I leave them or end up investigating something else.</p></blockquote><p></p>
[QUOTE="ccooke, post: 6423524, member: 6695890"] I'm running two games, both of which started with 4th edition. The next time I start a new game I'm planning to use some ideas some friends and I came up with on a LARP channel a few years back. Basically a post-magical-disaster world in which the nature of reality has been perverted. In terms of d&d, imagine if you (speaking extremely figuratively) used the plane of Limbo as a hammer to shatter the Prime Material - everything is disconnected pockets of solidity in a sea of multicoloured fog. Multicoloured fog that's sometimes teeming with horrors. Cheerful stuff like that. There will be some obvious (and many more not obvious) ways in which the stability of these pockets can be increased or decreased. There will certainly be [I]someone[/I] who believes it's in their best interests for the situation to become a lot worse. Mechanically, it's a bit like a hexcrawl. I have some predefined areas and I have the metaphysics in my head so I can come up with new bits and pieces on the fly. There's an overarching reason to do stuff - the initial hook will be "Find out why the mists are getting closer to your home village(s)", but it can develop from there in any direction based on whether the players follow the seeds I leave them or end up investigating something else. [/QUOTE]
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