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How do you deal with canon fanatics?
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<blockquote data-quote="Blue" data-source="post: 3655403" data-attributes="member: 20564"><p>Explain to your players that varying from canon is a win for them, because it means you'll be open to large changes in the world that happen due to player actions.</p><p></p><p>I've been in an FR campaign that's been going since before 1990. Well, multiple campaigns set in the same world that could affect each other. Let me tell you, we have groups at all power levels, including several epic. </p><p></p><p>One large complaint is that if something comes out from WotC, it's non canon. Character's ages have changes as they put some event at a different time. Nations have sprung up. Lot of things that hit PC continuity below the belt have happened because they are canon, and are introduced mid campaign. This got worse because we were several years ahead of canon (we gamed faster then they advanced it), and then things like Myth Drannor disappearing after we spent time adventuring in it was a big blow.</p><p></p><p>On the other hand, we can't have large sweeping changes because it would take us off canon. One epic character was a Purple Dragon Knight who ended up high in the organization and working with King Azun and Vangurtahast (sp?) and when Azun died there was talk about him getting involved in the succession, but as players we knew that the successor was whomever the books said it was.</p><p></p><p>Now, the DM is skillful in working those things in (and in much else), but it still felt that we couldn't have a major change on the world. (Mind you, he has let us make significant changes in other places that aren't as detailed, but even there canon has nipped in.)</p><p></p><p>So really, let the players that you're running your interpretations of the world. It may not be exactly as the players know - but that's for the good, both in keeping things fresh and for having a world where the players can make a difference.</p><p></p><p>Cheers,</p><p>=Blue(23)</p></blockquote><p></p>
[QUOTE="Blue, post: 3655403, member: 20564"] Explain to your players that varying from canon is a win for them, because it means you'll be open to large changes in the world that happen due to player actions. I've been in an FR campaign that's been going since before 1990. Well, multiple campaigns set in the same world that could affect each other. Let me tell you, we have groups at all power levels, including several epic. One large complaint is that if something comes out from WotC, it's non canon. Character's ages have changes as they put some event at a different time. Nations have sprung up. Lot of things that hit PC continuity below the belt have happened because they are canon, and are introduced mid campaign. This got worse because we were several years ahead of canon (we gamed faster then they advanced it), and then things like Myth Drannor disappearing after we spent time adventuring in it was a big blow. On the other hand, we can't have large sweeping changes because it would take us off canon. One epic character was a Purple Dragon Knight who ended up high in the organization and working with King Azun and Vangurtahast (sp?) and when Azun died there was talk about him getting involved in the succession, but as players we knew that the successor was whomever the books said it was. Now, the DM is skillful in working those things in (and in much else), but it still felt that we couldn't have a major change on the world. (Mind you, he has let us make significant changes in other places that aren't as detailed, but even there canon has nipped in.) So really, let the players that you're running your interpretations of the world. It may not be exactly as the players know - but that's for the good, both in keeping things fresh and for having a world where the players can make a difference. Cheers, =Blue(23) [/QUOTE]
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