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How do you Retcon your Campaign Settings?
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<blockquote data-quote="victorysaber" data-source="post: 3513887" data-attributes="member: 16171"><p>Does anyone ever have to do a retcon of certain elements of their campaign settings?</p><p></p><p>I know that the "Die Vecna Die" module was a sort of in-universe retcon of 2E to 3E rules, right? With some planes altering stuff.</p><p></p><p>I also think there was the "If Thoughts Could Kill" module, where you could alter the nature of psionics.</p><p></p><p>I did that once for my campaign setting, when I wanted to get rid of half-elves and half-rocs. A Far Realm lord, Nyarlathotep, went around the world collecting components to build a machine that would kill all half-human breeds (but leaving pure humans alone), and in the end he succeeded partially - all half-elves became elves, all half-orcs became orcs, and the remnants of the human bits merged together into a giant thing for the PCs to battle.</p><p></p><p>But I'm kind of looking for a way to retcon stuff without having some major world-altering villain at the helm, is it possible?</p><p></p><p>In particular, I need to retcon the planar structure of my setting. Previously I kind of had the Great Wheel cosmology, with the Prime Material Plane in the centre and multiple Material Planes surrounding it, with an ancient place known as the Land of the Ancients being a sort of transitive plane that surrounded the cosmology, and another transitive plane around that known as the Ends of the Earth.</p><p></p><p>Now I've retconned my planar structure to be more of an Eberronish style, with the planes rotating around the Material Plane. So now the Land of the Ancients is one of the alternate Material Planes, with the Ends of the Earth being a sort of stretchy border surrounding the Astral Plane.</p><p></p><p>But I don't really want a "bad guy tries to alter the multiverse but fails" kind of explanation to retcon it.</p><p></p><p>Anyone have ideas?</p></blockquote><p></p>
[QUOTE="victorysaber, post: 3513887, member: 16171"] Does anyone ever have to do a retcon of certain elements of their campaign settings? I know that the "Die Vecna Die" module was a sort of in-universe retcon of 2E to 3E rules, right? With some planes altering stuff. I also think there was the "If Thoughts Could Kill" module, where you could alter the nature of psionics. I did that once for my campaign setting, when I wanted to get rid of half-elves and half-rocs. A Far Realm lord, Nyarlathotep, went around the world collecting components to build a machine that would kill all half-human breeds (but leaving pure humans alone), and in the end he succeeded partially - all half-elves became elves, all half-orcs became orcs, and the remnants of the human bits merged together into a giant thing for the PCs to battle. But I'm kind of looking for a way to retcon stuff without having some major world-altering villain at the helm, is it possible? In particular, I need to retcon the planar structure of my setting. Previously I kind of had the Great Wheel cosmology, with the Prime Material Plane in the centre and multiple Material Planes surrounding it, with an ancient place known as the Land of the Ancients being a sort of transitive plane that surrounded the cosmology, and another transitive plane around that known as the Ends of the Earth. Now I've retconned my planar structure to be more of an Eberronish style, with the planes rotating around the Material Plane. So now the Land of the Ancients is one of the alternate Material Planes, with the Ends of the Earth being a sort of stretchy border surrounding the Astral Plane. But I don't really want a "bad guy tries to alter the multiverse but fails" kind of explanation to retcon it. Anyone have ideas? [/QUOTE]
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