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Making The Realms Come Alive
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<blockquote data-quote="jedijon" data-source="post: 7816510" data-attributes="member: 49099"><p>I like details—and living places that change over time are the objective.</p><p></p><p>It’s hard to picture The Realms, or Star Wars as good means to that end.</p><p> </p><p>If you step into a point in their history you’re surrounded by the baggage of “what’s canonical”. Either you’re living in the shadow of main characters or retelling the interstitial events to caused the big blocks to fall into place.</p><p></p><p>Now, this can work OK if only the DM is familiar with those intricacies, OR if the group is studiously avoiding meta-knowledge actions. It would be a really low moment for a player to say “naw, that’s not what happened”. And that’s precisely the position you’re putting them in by running an adventure in a deeply realized setting with a chronology already defined.</p><p> </p><p>For me they don’t work well, but it’s personal—the lengthy names, the bombastic lore. It smashes bad fantasy into a history class. But I’m well versed in the lore of A Song of Ice and Fire...so I should talk...right?</p><p></p><p>What I’d like to see in an epic adventure is more tables with the building blocks for what’s happening around and despite the PCs plans. Then you still have the detail without confirming to a prescribed outcome. Not unlike the faction system in Stars Without Number.</p></blockquote><p></p>
[QUOTE="jedijon, post: 7816510, member: 49099"] I like details—and living places that change over time are the objective. It’s hard to picture The Realms, or Star Wars as good means to that end. If you step into a point in their history you’re surrounded by the baggage of “what’s canonical”. Either you’re living in the shadow of main characters or retelling the interstitial events to caused the big blocks to fall into place. Now, this can work OK if only the DM is familiar with those intricacies, OR if the group is studiously avoiding meta-knowledge actions. It would be a really low moment for a player to say “naw, that’s not what happened”. And that’s precisely the position you’re putting them in by running an adventure in a deeply realized setting with a chronology already defined. For me they don’t work well, but it’s personal—the lengthy names, the bombastic lore. It smashes bad fantasy into a history class. But I’m well versed in the lore of A Song of Ice and Fire...so I should talk...right? What I’d like to see in an epic adventure is more tables with the building blocks for what’s happening around and despite the PCs plans. Then you still have the detail without confirming to a prescribed outcome. Not unlike the faction system in Stars Without Number. [/QUOTE]
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