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<blockquote data-quote="covaithe" data-source="post: 4872741" data-attributes="member: 46559"><p>Add my voice to those shuddering in horror at the memory of the complete disaster that was LEW's mega-adventure. </p><p></p><p>Complete. Disaster. Seriously, it would have been less destructive to the living world if the dracolich *had* returned and conquered the world, enslaving all life as we know it. </p><p></p><p>I don't think it's theoretically impossible to succeed at a project that attempted to provide some coordination between three or four thematically related adventures run by different DMs, as long as the limitations of PbP and the living setting are kept firmly in mind. But such a project would be very, very difficult, and quite risky. </p><p></p><p>The only way I can think of for it to work is to treat it as a world-spanning plot event, that effectively changes the tone of the setting, possibly permanently, but not catastrophically. For example, in far-off Valhyr, an einherjar warlord (*) and his shaman finally get backing from a powerful demon, who gives them a way to reliably get their longships to Daunton and back. They start raiding parties. This puts Daunton on a wartime footing. Taxes are raised, diplomatic missions to the Imperium and the Empire of Jade are undertaken, asking for help. Taking out the warlord, shaman, and their demon backer could be a long campaign arc with side adventures involving several DMs and whatnot, but if it didn't happen, it wouldn't be the end of the setting. Daunton would still stand, though changed in character somewhat. There would still be a need for adventurers to keep the crazy cultists and the vengeful fey under control, and to chase down Lauto's debtors and so forth. </p><p></p><p>(*) I may be butchering setting elements; sorry. I didn't look this stuff up. </p><p></p><p>The keys, as I see them, would be: <ul> <li data-xf-list-type="ul"> involve multiple DMs from the start. If one DM tries to do the whole thing themselves, that's a disaster already. No running 3 adventures at once; frankly I think 2 is too many.</li> <li data-xf-list-type="ul"> Don't try to coordinate the start of the related adventures. Let them start independently and organically, like other living world adventures.</li> <li data-xf-list-type="ul"> Keep the scope limited. No world destroying. If the PCs fail, or give up, or simply disappear, there should still be a way forward for the setting. Maybe not a pleasant one, but we should still be able to play and have fun.</li> <li data-xf-list-type="ul"> Keep the individual adventures short and limited in scope. Think of a TV series consisting of 20 half-hour episodes, not an epic trilogy of three-hour movies. This just isn't the medium for it. </li> </ul><p></p><p>I still think this isn't necessarily a good idea....</p></blockquote><p></p>
[QUOTE="covaithe, post: 4872741, member: 46559"] Add my voice to those shuddering in horror at the memory of the complete disaster that was LEW's mega-adventure. Complete. Disaster. Seriously, it would have been less destructive to the living world if the dracolich *had* returned and conquered the world, enslaving all life as we know it. I don't think it's theoretically impossible to succeed at a project that attempted to provide some coordination between three or four thematically related adventures run by different DMs, as long as the limitations of PbP and the living setting are kept firmly in mind. But such a project would be very, very difficult, and quite risky. The only way I can think of for it to work is to treat it as a world-spanning plot event, that effectively changes the tone of the setting, possibly permanently, but not catastrophically. For example, in far-off Valhyr, an einherjar warlord (*) and his shaman finally get backing from a powerful demon, who gives them a way to reliably get their longships to Daunton and back. They start raiding parties. This puts Daunton on a wartime footing. Taxes are raised, diplomatic missions to the Imperium and the Empire of Jade are undertaken, asking for help. Taking out the warlord, shaman, and their demon backer could be a long campaign arc with side adventures involving several DMs and whatnot, but if it didn't happen, it wouldn't be the end of the setting. Daunton would still stand, though changed in character somewhat. There would still be a need for adventurers to keep the crazy cultists and the vengeful fey under control, and to chase down Lauto's debtors and so forth. (*) I may be butchering setting elements; sorry. I didn't look this stuff up. The keys, as I see them, would be: [list] [*] involve multiple DMs from the start. If one DM tries to do the whole thing themselves, that's a disaster already. No running 3 adventures at once; frankly I think 2 is too many. [*] Don't try to coordinate the start of the related adventures. Let them start independently and organically, like other living world adventures. [*] Keep the scope limited. No world destroying. If the PCs fail, or give up, or simply disappear, there should still be a way forward for the setting. Maybe not a pleasant one, but we should still be able to play and have fun. [*] Keep the individual adventures short and limited in scope. Think of a TV series consisting of 20 half-hour episodes, not an epic trilogy of three-hour movies. This just isn't the medium for it. [/list] I still think this isn't necessarily a good idea.... [/QUOTE]
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