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<blockquote data-quote="pemerton" data-source="post: 6009923" data-attributes="member: 42582"><p>I think this is fair - both that you have to inject a bit of stuff, and that it's not that hard. Foreground tieflings, paladins, gods vs primordials, etc; don't put so much emphasis on elves, halflings, kruthiks etc. For example, take Bane, Erathis, and the fallen empire of Nerath - you don't need to add any extra story elements to frame a situation along the lines of "What would you do to restore civilisation?" For exatra bit add in a tiefling PC and some devils. For more cosmological flavour at upper tiers, add in the Game of Making (described in the Plane Above).</p><p></p><p>Relating that a bit more to what you said, I guess my view is that the story elements make it easy to frame this sort of situation. Whereas earlier editions of D&D don't have as many story elements with the same degree of potential inherent in them (at least in my experience), with AD&D's Oriental Adventures a noticeable exception.</p><p></p><p>Also, always a pleasure to read more about your hack! Did you use the changeling ritual and idea in play? My own game is a bit more "fight-y/super-hero-y" (Claremont X-Men is a big influence on my overall style, I think - a fair amount of fighting located within a convoluted and fraught history/cosmology and the occasional internal psychological struggle) and a bit less ethereal/eldritch, so I would have to work hard against some of my own tendencies to successfully use something like that.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6009923, member: 42582"] I think this is fair - both that you have to inject a bit of stuff, and that it's not that hard. Foreground tieflings, paladins, gods vs primordials, etc; don't put so much emphasis on elves, halflings, kruthiks etc. For example, take Bane, Erathis, and the fallen empire of Nerath - you don't need to add any extra story elements to frame a situation along the lines of "What would you do to restore civilisation?" For exatra bit add in a tiefling PC and some devils. For more cosmological flavour at upper tiers, add in the Game of Making (described in the Plane Above). Relating that a bit more to what you said, I guess my view is that the story elements make it easy to frame this sort of situation. Whereas earlier editions of D&D don't have as many story elements with the same degree of potential inherent in them (at least in my experience), with AD&D's Oriental Adventures a noticeable exception. Also, always a pleasure to read more about your hack! Did you use the changeling ritual and idea in play? My own game is a bit more "fight-y/super-hero-y" (Claremont X-Men is a big influence on my overall style, I think - a fair amount of fighting located within a convoluted and fraught history/cosmology and the occasional internal psychological struggle) and a bit less ethereal/eldritch, so I would have to work hard against some of my own tendencies to successfully use something like that. [/QUOTE]
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