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[Forgotten Realms] The Wall of the Faithless
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<blockquote data-quote="Irennan" data-source="post: 6761065" data-attributes="member: 6778119"><p>Yes, but as I said, once the genie is out the of the bottle, and you get a ''war between worlds'', those heralds of madness and insanity become just the next BBEG. They lose mistery, and you still feel empowered, because you get to defeat them, study them, know how they work. </p><p></p><p>And even if you point out that they are madness and therefore they don't behave accordingly to this reality's rule (and that for that reason no one will ever be able to understand their ways and how to truly defeat them), the moment they manage to exist in this reality and in nature, it means that they are indeed part of this world, and therefore they too must behave accordingly to rules. In this world ''Chaos'' has rules and is deterministic, madness also follows patterns and, since you're playing a game and are supposed to do something about the BBEG, you can learn about those aberrations and device something to contrast their influence. </p><p></p><p>I think that denying the players the chance of taking other routes and achieving nothing but survival can limit the fun: as I said, with an invasion, the ''mystery'' of the far Realms isn't really there anymore, or is diminished (same as with demonic invasions or having demon lords in your face. Paraphrasing the video, once an enitity becomes ''quantifiable'', has stats, and can be faced, the unsettling factor of the ''unknown'' kinda goes away), at this point better let the players take their chance at going further than mere survival.</p></blockquote><p></p>
[QUOTE="Irennan, post: 6761065, member: 6778119"] Yes, but as I said, once the genie is out the of the bottle, and you get a ''war between worlds'', those heralds of madness and insanity become just the next BBEG. They lose mistery, and you still feel empowered, because you get to defeat them, study them, know how they work. And even if you point out that they are madness and therefore they don't behave accordingly to this reality's rule (and that for that reason no one will ever be able to understand their ways and how to truly defeat them), the moment they manage to exist in this reality and in nature, it means that they are indeed part of this world, and therefore they too must behave accordingly to rules. In this world ''Chaos'' has rules and is deterministic, madness also follows patterns and, since you're playing a game and are supposed to do something about the BBEG, you can learn about those aberrations and device something to contrast their influence. I think that denying the players the chance of taking other routes and achieving nothing but survival can limit the fun: as I said, with an invasion, the ''mystery'' of the far Realms isn't really there anymore, or is diminished (same as with demonic invasions or having demon lords in your face. Paraphrasing the video, once an enitity becomes ''quantifiable'', has stats, and can be faced, the unsettling factor of the ''unknown'' kinda goes away), at this point better let the players take their chance at going further than mere survival. [/QUOTE]
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[Forgotten Realms] The Wall of the Faithless
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