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Greyhawk Confirmed. Tell Me Why.
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<blockquote data-quote="CleverNickName" data-source="post: 9354154" data-attributes="member: 50987"><p>This was the vibe of Mystara, too. By the time your character reached 10th level, you were probably headed out to Norwold to start your own dominion and build your own stronghold. <em>CM1: Test of the Warlords</em> was the tutorial adventure for kingdoms and armies, much like <em>The Keep on the Borderlands </em>was the intro for dungeon crawls, and <em>The Isle of Dread</em> was the intro adventure for wilderness adventures and hexcrawls.</p><p></p><p>I wish strongholds and dominions were more prominent in later editions of D&D. Unfortunately, rules for them end up just getting stapled on in a splatbook or cobbled together by a third party, if they're given any thought at all. I don't want D&D to forget her wargaming roots.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9354154, member: 50987"] This was the vibe of Mystara, too. By the time your character reached 10th level, you were probably headed out to Norwold to start your own dominion and build your own stronghold. [I]CM1: Test of the Warlords[/I] was the tutorial adventure for kingdoms and armies, much like [I]The Keep on the Borderlands [/I]was the intro for dungeon crawls, and [I]The Isle of Dread[/I] was the intro adventure for wilderness adventures and hexcrawls. I wish strongholds and dominions were more prominent in later editions of D&D. Unfortunately, rules for them end up just getting stapled on in a splatbook or cobbled together by a third party, if they're given any thought at all. I don't want D&D to forget her wargaming roots. [/QUOTE]
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Greyhawk Confirmed. Tell Me Why.
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