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Inspiration vs Conversion? Old Settings
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<blockquote data-quote="Zardnaar" data-source="post: 7639331" data-attributes="member: 6716779"><p>Converting some old settings to 5E can be a pain and often requires to much work vs expected payoff. For example I find Darksun to be easier to run in 2E adding in things you like from modern D&D vs trying to adapt it to 5E.</p><p></p><p>Now back in 3.5 I ran a Darksun inspired campaign basically without psionics in a desert wasteland and the Sorcerer Kings were roughly on par with archfiends. </p><p></p><p> Reading the Guild Masters Guide to Ravnica the inspiration would be Planescape but Ravnica would probably replace Sigil. </p><p></p><p> I also have been playing Fallout 4. A post apocalyptic setting that is influenced by Darksun but you can have plenty of water, it's just Poisonous. </p><p></p><p> Another idea is the dead and wild magic zones from 2E and 3E D&D. Most players likely won't recognize what they are but you could even mic them with the post apocalyptic idea.</p><p></p><p> Or you could having some global effect that halves healing rates makes things a lot more gritty as well and you could compensate by reducing the encounter numbers. Tomb of Annihilation had a similar idea but you might want no time limit or non jungle campaign. </p><p></p><p> Anyway thoughts on the pros and cons of inspiration vs conversion?</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7639331, member: 6716779"] Converting some old settings to 5E can be a pain and often requires to much work vs expected payoff. For example I find Darksun to be easier to run in 2E adding in things you like from modern D&D vs trying to adapt it to 5E. Now back in 3.5 I ran a Darksun inspired campaign basically without psionics in a desert wasteland and the Sorcerer Kings were roughly on par with archfiends. Reading the Guild Masters Guide to Ravnica the inspiration would be Planescape but Ravnica would probably replace Sigil. I also have been playing Fallout 4. A post apocalyptic setting that is influenced by Darksun but you can have plenty of water, it's just Poisonous. Another idea is the dead and wild magic zones from 2E and 3E D&D. Most players likely won't recognize what they are but you could even mic them with the post apocalyptic idea. Or you could having some global effect that halves healing rates makes things a lot more gritty as well and you could compensate by reducing the encounter numbers. Tomb of Annihilation had a similar idea but you might want no time limit or non jungle campaign. Anyway thoughts on the pros and cons of inspiration vs conversion? [/QUOTE]
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