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<blockquote data-quote="BookTenTiger" data-source="post: 9365972" data-attributes="member: 6685541"><p>I'm a Millennial in the older range (turning 38 this month), so thinking of this from my own experiences...</p><p></p><p>In the Realm of the Millennials, the characters set out to find fortune or do good in a world on the brink of disaster. Generations of powerful wizards have drained the world of its magic, upsetting the natural order of things while empowering themselves and their allies. Though all the bard songs tell of a world of black-and-white morality and dungeons full of treasures, the Millennial Realm is anything but predictable. The once neutral forces of nature have turned chaotic. Powerful creatures once thought good reveal themselves to be corrupt and predatory. The DM is encouraged to roll on the World-Shaking Disaster table at random times, so that characters may emerge from a dungeon to find the realm plunged into war, economic crisis, or a terrible curse.</p><p></p><p>The characters of the Realm are encouraged to Multiclass. It's true that the older generations of adventurers could commit to being a Fighter or Cleric for 20 levels, but that stability doesn't exist anymore. Dungeons require such a variety of skills that multiclassing is almost required.</p><p></p><p>Still, there is hope. With luck, the characters may find a way to secure their fortune, dethrone the tyrants, and end the curses... Though after every adventure the DM must roll a percentage die with a chance of the adventure's impacts being quickly reversed, secretly evil, or taken over by a faceless cabal of powerful wizards.</p><p></p><p>However, they say the next generation of adventurers are the ones that are really going to change the Realm...</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9365972, member: 6685541"] I'm a Millennial in the older range (turning 38 this month), so thinking of this from my own experiences... In the Realm of the Millennials, the characters set out to find fortune or do good in a world on the brink of disaster. Generations of powerful wizards have drained the world of its magic, upsetting the natural order of things while empowering themselves and their allies. Though all the bard songs tell of a world of black-and-white morality and dungeons full of treasures, the Millennial Realm is anything but predictable. The once neutral forces of nature have turned chaotic. Powerful creatures once thought good reveal themselves to be corrupt and predatory. The DM is encouraged to roll on the World-Shaking Disaster table at random times, so that characters may emerge from a dungeon to find the realm plunged into war, economic crisis, or a terrible curse. The characters of the Realm are encouraged to Multiclass. It's true that the older generations of adventurers could commit to being a Fighter or Cleric for 20 levels, but that stability doesn't exist anymore. Dungeons require such a variety of skills that multiclassing is almost required. Still, there is hope. With luck, the characters may find a way to secure their fortune, dethrone the tyrants, and end the curses... Though after every adventure the DM must roll a percentage die with a chance of the adventure's impacts being quickly reversed, secretly evil, or taken over by a faceless cabal of powerful wizards. However, they say the next generation of adventurers are the ones that are really going to change the Realm... [/QUOTE]
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