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Destroy my campaign world
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<blockquote data-quote="Lord of Wyrmsholt" data-source="post: 5300330" data-attributes="member: 94406"><p>The events surrounding the various changes in the Forgotten Realms and Greyhawk over the years always struck me as more of a business decision (regardless of how well/poorly the changes were implemented by individual designers). These 'reboots' of the campaign worlds could be viewed as trying to encourage long-time enthusiasts to purchase more material as well as to lower the barrier for entry for new players who might be intimidated by the amount of material they felt they needed to learn to get started. Certainly individual DM's were not forced to adopt any of the world-shaking events into their own campaigns, but I also understand some of the hard feelings about these imposed 'cannonical' events.</p><p></p><p></p><p></p><p>An interesting idea I hadn't considered. My own thoughts were more along the lines of a reasonable length campaign in each. I hadn't envisioned a full 1-20 or 1-30 level 'adventure path', but enough so that players can explore a bit deeper than the one-line hook about each place. For example in the the world with undead overlords taking over an empire ruled by a death cult, you might imagine that individual areas might have a range of reactions to their new leaders. I also was playing around with thoughts about the development of a new 'ecology' in a land in which the dead (when not properly prepared) always arise as unintelligent undead. I find the name 'Eaters of the Dead' in such a setting to be particularly provocative.</p><p></p><p>But I could certainly envision a campaign along the lines that you describe: what I have been thinking of as the ultimate adventure in each world could be the only or the major adventure at each 'stop' along the way.</p></blockquote><p></p>
[QUOTE="Lord of Wyrmsholt, post: 5300330, member: 94406"] The events surrounding the various changes in the Forgotten Realms and Greyhawk over the years always struck me as more of a business decision (regardless of how well/poorly the changes were implemented by individual designers). These 'reboots' of the campaign worlds could be viewed as trying to encourage long-time enthusiasts to purchase more material as well as to lower the barrier for entry for new players who might be intimidated by the amount of material they felt they needed to learn to get started. Certainly individual DM's were not forced to adopt any of the world-shaking events into their own campaigns, but I also understand some of the hard feelings about these imposed 'cannonical' events. An interesting idea I hadn't considered. My own thoughts were more along the lines of a reasonable length campaign in each. I hadn't envisioned a full 1-20 or 1-30 level 'adventure path', but enough so that players can explore a bit deeper than the one-line hook about each place. For example in the the world with undead overlords taking over an empire ruled by a death cult, you might imagine that individual areas might have a range of reactions to their new leaders. I also was playing around with thoughts about the development of a new 'ecology' in a land in which the dead (when not properly prepared) always arise as unintelligent undead. I find the name 'Eaters of the Dead' in such a setting to be particularly provocative. But I could certainly envision a campaign along the lines that you describe: what I have been thinking of as the ultimate adventure in each world could be the only or the major adventure at each 'stop' along the way. [/QUOTE]
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