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Companion thread to 5E Survivor - Sourcebooks & Campaign Settings
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<blockquote data-quote="OB1" data-source="post: 9104588" data-attributes="member: 6796241"><p>I think this hits on a big part of it for me as well. It just feels modern and fresh, the way that any good artist takes things from the past and reimagines them for the current time.</p><p></p><p>Also, the way it's structured really lends itself to a sandbox campaign. Back at the start of the pandemic, I ran one of the starter adventures as a way to learn Roll20 (it was free) and my group had such a blast that I bought the full guide and we just kept going. They'd pick a place on a map and go, and the book has just enough info and adventure hooks for each location that I could come up with something pretty quick.</p><p></p><p>I think the setting also hit's a sweet spot for adventuring, being about 800 years after an apocalypse, in a world that is just at the start of a Renaissance from that time. There is still danger in the wilderness (much of it the direct result of the previous apocalypse), but civilization is also starting to become a danger and repeat some of the problems that led to the last collapse. </p><p></p><p>On top of all of that, it has one of if not the best fighter subclasses in 5e, and one that is richly tied to the world it appears in. I had a player take an Echo Knight for the campaign, he loved it, and I loved DMing for him. It also has a great system (again, tied to the world lore) for having fated destinies be a part of the story (if you choose), where in session 0 you work out details with the PCs to allow for their stories to interweave and lead them forward. </p><p></p><p>One final note, I'd only listened to a few episodes of Critical Role before getting this guide, so knowledge of the show isn't necessary for picking it up. I did become a big fan of the show after (with no commute, I had the time during the pandemic to watch it), but it was EGtW that led me there, not the other way around.</p></blockquote><p></p>
[QUOTE="OB1, post: 9104588, member: 6796241"] I think this hits on a big part of it for me as well. It just feels modern and fresh, the way that any good artist takes things from the past and reimagines them for the current time. Also, the way it's structured really lends itself to a sandbox campaign. Back at the start of the pandemic, I ran one of the starter adventures as a way to learn Roll20 (it was free) and my group had such a blast that I bought the full guide and we just kept going. They'd pick a place on a map and go, and the book has just enough info and adventure hooks for each location that I could come up with something pretty quick. I think the setting also hit's a sweet spot for adventuring, being about 800 years after an apocalypse, in a world that is just at the start of a Renaissance from that time. There is still danger in the wilderness (much of it the direct result of the previous apocalypse), but civilization is also starting to become a danger and repeat some of the problems that led to the last collapse. On top of all of that, it has one of if not the best fighter subclasses in 5e, and one that is richly tied to the world it appears in. I had a player take an Echo Knight for the campaign, he loved it, and I loved DMing for him. It also has a great system (again, tied to the world lore) for having fated destinies be a part of the story (if you choose), where in session 0 you work out details with the PCs to allow for their stories to interweave and lead them forward. One final note, I'd only listened to a few episodes of Critical Role before getting this guide, so knowledge of the show isn't necessary for picking it up. I did become a big fan of the show after (with no commute, I had the time during the pandemic to watch it), but it was EGtW that led me there, not the other way around. [/QUOTE]
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