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<blockquote data-quote="Michael Morris" data-source="post: 3765338" data-attributes="member: 87"><p>Here's my thoughts - I'm torn.</p><p></p><p>Dusk has been through a lot of changes since I first started adventures in it in 1989 just as 2e was coming out. It's pretty much unrecognizable. The first version was built around the trite "save the world from the uber powerful bad guy by assembling nifty artifact" plot. As I brought it to the net I rolled the timeline back 200 years to the time just before this upheaval. I'm starting to think that maybe, just maybe, I should do a massive timeline shift again. Maybe to after the upheaval?</p><p></p><p>It would be fun to run the game not knowing what lies in the future again. I have some attachment to the status quo, but my players don't and the online community certainly doesn't so it's very much up in the air.</p><p></p><p>But there is a catch. I want Dusk to be the assumed setting of the toolset I'm writing for 4e after ENWorld is updated (things are proceeding smoothly on this front btw). Since the d20 license cannot be attached to software in any form the tools must be OGL only. There are several reasons why this is important that I don't want to give away, nonetheless I want the feel of the setting to be close to this 'points of light' business because, well, it does sound cool. So, how does this stuff sound.</p><p></p><p>Imagine a world where the heroes blew fumbled the ball. The big bad evil guy was stopped in the end, but not before a lot of damage - i.e. the status quo - was destroyed. No one who survived has understood or remembers exactly what has occurred. It is 300 years later (or 500 years after the date of the campaign materials I have released online).</p><p></p><p>The Reincardia has come and gone. One of the two suns Carthasana orbits has been dislodged and flung out into an orbit as far from the main sun as Uranus is from our sun. Carthasana's orbit has contracted and slowed down to a more normal 365 day one. Forget the physics of how for a moment and just say the gods did it - this is a fantasy world in the end anyway. Neverless Carthasana now is odd to say the least since for half the year there isn't a true night. A Sun sized star at Uranus distance to earth would be roughly twice as bright as the full moon - bright enough to create twilight conditions in the middle of the night but not bright enough to give any appreciable warmth. Hence, a cold sun and a hot sun.</p><p></p><p>Parts of the world are out of phase. You can literally walk into one of Carthasana's five outer planes and not find your way back. Telzoa has become this way for Mt. Chardual has erupted bathing that massive island in fire and ripping it into Shunria (the red plane of earth and fire) itself. While you can sail into Telzoa, you cannot easily sail back. Other sections have been ripped into other other planes. This is a world where walking into the aether is very, very possible.</p><p></p><p>Losineris was the stage of the first campaigns pre-net days -- Telzoa was the stage of things on the net up till now - the third stage I thinking of using the Malazan islands far to the south. Here the players will know of one island - their island - and the world beyond is, well, unknown. Survivors of a great calamnity no one has recorded, none who have ventured off the island have returned for over a century. What has happened beyond the shores of this island.</p><p></p><p>Believing themselves alone in the world an uneasy peace has fell. Memories faded to all but the elves of the island, and even they only remember what they where told by their grandparents. Content to exist on a small island with no real dangers until once day the remains of a shipwreck wash up on shore...</p><p></p><p>... They are not alone after all.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 3765338, member: 87"] Here's my thoughts - I'm torn. Dusk has been through a lot of changes since I first started adventures in it in 1989 just as 2e was coming out. It's pretty much unrecognizable. The first version was built around the trite "save the world from the uber powerful bad guy by assembling nifty artifact" plot. As I brought it to the net I rolled the timeline back 200 years to the time just before this upheaval. I'm starting to think that maybe, just maybe, I should do a massive timeline shift again. Maybe to after the upheaval? It would be fun to run the game not knowing what lies in the future again. I have some attachment to the status quo, but my players don't and the online community certainly doesn't so it's very much up in the air. But there is a catch. I want Dusk to be the assumed setting of the toolset I'm writing for 4e after ENWorld is updated (things are proceeding smoothly on this front btw). Since the d20 license cannot be attached to software in any form the tools must be OGL only. There are several reasons why this is important that I don't want to give away, nonetheless I want the feel of the setting to be close to this 'points of light' business because, well, it does sound cool. So, how does this stuff sound. Imagine a world where the heroes blew fumbled the ball. The big bad evil guy was stopped in the end, but not before a lot of damage - i.e. the status quo - was destroyed. No one who survived has understood or remembers exactly what has occurred. It is 300 years later (or 500 years after the date of the campaign materials I have released online). The Reincardia has come and gone. One of the two suns Carthasana orbits has been dislodged and flung out into an orbit as far from the main sun as Uranus is from our sun. Carthasana's orbit has contracted and slowed down to a more normal 365 day one. Forget the physics of how for a moment and just say the gods did it - this is a fantasy world in the end anyway. Neverless Carthasana now is odd to say the least since for half the year there isn't a true night. A Sun sized star at Uranus distance to earth would be roughly twice as bright as the full moon - bright enough to create twilight conditions in the middle of the night but not bright enough to give any appreciable warmth. Hence, a cold sun and a hot sun. Parts of the world are out of phase. You can literally walk into one of Carthasana's five outer planes and not find your way back. Telzoa has become this way for Mt. Chardual has erupted bathing that massive island in fire and ripping it into Shunria (the red plane of earth and fire) itself. While you can sail into Telzoa, you cannot easily sail back. Other sections have been ripped into other other planes. This is a world where walking into the aether is very, very possible. Losineris was the stage of the first campaigns pre-net days -- Telzoa was the stage of things on the net up till now - the third stage I thinking of using the Malazan islands far to the south. Here the players will know of one island - their island - and the world beyond is, well, unknown. Survivors of a great calamnity no one has recorded, none who have ventured off the island have returned for over a century. What has happened beyond the shores of this island. Believing themselves alone in the world an uneasy peace has fell. Memories faded to all but the elves of the island, and even they only remember what they where told by their grandparents. Content to exist on a small island with no real dangers until once day the remains of a shipwreck wash up on shore... ... They are not alone after all. Thoughts? [/QUOTE]
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