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first time dm creating 4e world, help pls?
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<blockquote data-quote="Flipguarder" data-source="post: 4103347" data-attributes="member: 61430"><p>The reason I used the artifact is this.</p><p></p><p>I was trying to find a reason to keep the group together for the beginning levels. In our current campaign our personalitys were so different (not alignment, but personality) that we ended up parting ways, and our DM was like, oooook, I guess we're done.</p><p></p><p>When they get back to Mid-world if they try to leave the group they begin to go insane. That is because the red moon is there. It was created by Sylar and is now maintained by Gnolls living in the Dark tower. The only way to counteract it is to use a spell that I develped called sanctify. this specifically counteracts the spell the WORLD is under and is what creates my points of light situation. Because many cities and most towns couldn't counteract it in time. Most temples have priests high enough to use this ritual on a city. I have all of the info on these spell effectsl if you want it. The reason the PCS don't immediately die, is because one of the side effects of the Essence is its constant generation of this effect.</p><p></p><p>And don't think I tell these guys ANY of this at level 1. For the first ten levels, their situation is more along the lines of, OMG what the hell is happening to this world, and how can we stop it. Giant armies, God battles, entire towns going insane, they will see these at 1st level, but they won't really be able to affect those. What they will do is slowly learn and then counteract the lesser effects of the Red moon (small villages, urban fights, smaller dungeons) finally counqering the Dark tower and defeating the Gnoll outpost established there, ending the effect at level 10. And issueing the characters into the real quest and their knowledge of the essence and Corellon's capture. </p><p></p><p>I don't mean to be argumentative, just to show people the other info I have to better explain the situation.</p><p></p><p>If this still seems like railroading to you guys please let me know. The way the world is set up they have extensive range of what they can do based on the geography being pre-set up. "Hey you guys see a ship, you wanna go sail somewhere, great. You want to go to the temple to understand what the essence is, thats fine to. You wanna leave the city and go say..... south for no reason. GREAT!" I wanted to create a feeling of freedom to combat the feeling of "I cant do anything about all this"</p></blockquote><p></p>
[QUOTE="Flipguarder, post: 4103347, member: 61430"] The reason I used the artifact is this. I was trying to find a reason to keep the group together for the beginning levels. In our current campaign our personalitys were so different (not alignment, but personality) that we ended up parting ways, and our DM was like, oooook, I guess we're done. When they get back to Mid-world if they try to leave the group they begin to go insane. That is because the red moon is there. It was created by Sylar and is now maintained by Gnolls living in the Dark tower. The only way to counteract it is to use a spell that I develped called sanctify. this specifically counteracts the spell the WORLD is under and is what creates my points of light situation. Because many cities and most towns couldn't counteract it in time. Most temples have priests high enough to use this ritual on a city. I have all of the info on these spell effectsl if you want it. The reason the PCS don't immediately die, is because one of the side effects of the Essence is its constant generation of this effect. And don't think I tell these guys ANY of this at level 1. For the first ten levels, their situation is more along the lines of, OMG what the hell is happening to this world, and how can we stop it. Giant armies, God battles, entire towns going insane, they will see these at 1st level, but they won't really be able to affect those. What they will do is slowly learn and then counteract the lesser effects of the Red moon (small villages, urban fights, smaller dungeons) finally counqering the Dark tower and defeating the Gnoll outpost established there, ending the effect at level 10. And issueing the characters into the real quest and their knowledge of the essence and Corellon's capture. I don't mean to be argumentative, just to show people the other info I have to better explain the situation. If this still seems like railroading to you guys please let me know. The way the world is set up they have extensive range of what they can do based on the geography being pre-set up. "Hey you guys see a ship, you wanna go sail somewhere, great. You want to go to the temple to understand what the essence is, thats fine to. You wanna leave the city and go say..... south for no reason. GREAT!" I wanted to create a feeling of freedom to combat the feeling of "I cant do anything about all this" [/QUOTE]
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first time dm creating 4e world, help pls?
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