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How would you redo 4e?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8954238" data-attributes="member: 82106"><p>It is nicer even than that, because PoL (and the general nature of 4e lore) is very much in the Dungeon World tradition of "draw maps, leave holes." The characters can start in Fallcrest (the city in the back of DMG1) and it gives you a number of pretty solid hooks. The players can shape things from there! Do they visit the crypts? The wizard tower? Pay a visit to Lord Marklehey? Maybe they get a quest from the Temple (I think there's actually 2 or 3 temples, I forget), or from the shopkeeper that sells supplies, or perhaps they tangle with the ruffians who inhabit the lower town and hire out as stevedores. Maybe they meet some wandering halflings that live on the river. You can play all this out in a very narrative low myth fashion, to whatever degree you want.</p><p></p><p>The other cool thing about the lore is how its scattered all over throughout the books, and it even contradicts itself on at least some points. Is Sehanine Lolth's sister, or her daughter, or her mother? Which god actually created humans? Is he really dead? Who IS the Raven Queen, really? And what is her relationship with Bane? You're an Eladrin? How exactly did you end up in the World?! There is stuff we think we 'know', but you can spin pretty much any aspect of the setting different ways. Every person that has read some of the books, they will have different information! Once some of the pcs got into a dispute about the origin of the Drow (it became a relevant question in one of their quests) and both players had books open and were busy 'proving' there version of the story was true! lol. The PCs went to the famous library and hashed it out, but they couldn't decide. Later when they messed with the seal that kept the Drow underground they decided both stories were propaganda made up by different factions. Turns out the seal was enforced by Torog! A third player invented that when he tried to break it...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8954238, member: 82106"] It is nicer even than that, because PoL (and the general nature of 4e lore) is very much in the Dungeon World tradition of "draw maps, leave holes." The characters can start in Fallcrest (the city in the back of DMG1) and it gives you a number of pretty solid hooks. The players can shape things from there! Do they visit the crypts? The wizard tower? Pay a visit to Lord Marklehey? Maybe they get a quest from the Temple (I think there's actually 2 or 3 temples, I forget), or from the shopkeeper that sells supplies, or perhaps they tangle with the ruffians who inhabit the lower town and hire out as stevedores. Maybe they meet some wandering halflings that live on the river. You can play all this out in a very narrative low myth fashion, to whatever degree you want. The other cool thing about the lore is how its scattered all over throughout the books, and it even contradicts itself on at least some points. Is Sehanine Lolth's sister, or her daughter, or her mother? Which god actually created humans? Is he really dead? Who IS the Raven Queen, really? And what is her relationship with Bane? You're an Eladrin? How exactly did you end up in the World?! There is stuff we think we 'know', but you can spin pretty much any aspect of the setting different ways. Every person that has read some of the books, they will have different information! Once some of the pcs got into a dispute about the origin of the Drow (it became a relevant question in one of their quests) and both players had books open and were busy 'proving' there version of the story was true! lol. The PCs went to the famous library and hashed it out, but they couldn't decide. Later when they messed with the seal that kept the Drow underground they decided both stories were propaganda made up by different factions. Turns out the seal was enforced by Torog! A third player invented that when he tried to break it... [/QUOTE]
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