Whizbang Dustyboots
Gnometown Hero
My thought as well.Get ready for the red skies and walls of anti-matter!
My thought as well.Get ready for the red skies and walls of anti-matter!
V
[*]Chaos War (1e Krynn to SAGA Krynn)
[*]War of Souls (SAGA Krynn to 3e Krynn)
Not so.
That's the thing though... Rules don't exist within the game world. Rules are not the "physics" of the game world.
The designers don't need any justification to make rule changes that don't impact the game. In fact, I'd say that rule changes not impacting the game setting is the natural default. The idea that you need incidents like the Time of Troubles or the Spellplague to justify rule changes is, in fact, the aberration that requires awkward logic and justification.
TSR and WotC has used in-story events to justify shifts from one rules system to another. Examples include:
(If the readers know of any other in-story justifications for rules-changes, please post or contact me.)
- Time of Troubles (1e Abeir-Toril to 2e Abeir-Toril)
- Fate of Istus (1e Oerth to 2e Oerth)
- Wrath of the Immortals (BECMI Mystara to Rules Cyclopedia/WotI Mystara, with changed Immortals-level rules)
- Die, Vecna, Die! (2e Great Wheel Multiverse to world-specific 3e Cosmologies)
- Chaos War (1e Krynn to SAGA Krynn)
- War of Souls (SAGA Krynn to 3e Krynn)
- Spellplague (3e Toril to 4e Toril and Abeir)
- Dragon #327 "Winning Races: Diaboli--Bringing Diaboli into 3.5E" (describes changes in the Far Realm and Plane of Dreams)
I recognize that my OP makes for dense reading, but awareness of the distinction between Reality (rules system) and World (setting) will free the designers from the need to make such drastic in-story changes to justify rules changes.