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New D&D Adventure Reveal On 17th May at 'The Descent'
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<blockquote data-quote="Urriak" data-source="post: 7780156" data-attributes="member: 6996219"><p>Yeah not a fan of this approach. I'm much more comfortable with the standard that Ravnica set (I'll try this for Eberron);</p><p>Chapter 1: Character Creation</p><p>2: Dragonmarked Houses</p><p>3: Eberron Setting/Lore</p><p>4: Creating Adventures in Eberron</p><p>5: Treasures</p><p>6: Friends and Foes</p><p></p><p>As for rebooting the main settings... I'm actually happier if they don't do this and treat older modules/adventures as past events. That doesn't mean move forward in time by 500 years, but 5 is fine.</p><p></p><p>The reason I like this more is because a setting book should provide the DM enough context that they can redo (or reinvent) past modules and history with their own spin if they choose. It also allows the D&D team to create new adventures that build off past events.</p><p></p><p>So for FR, we've had several adventures that are completely new and don't complicate the timeline. You can choose to play those, or a DM can play in the setting's past if they enjoy that time period more (a Kickstarter for Baldur's Gate does pretty much this). It provides more options overall for DMs.</p><p></p><p>An example of how to do this is Dark Sun, where the setting book says how many Sorcerer Kings are still alive (I think the past modules still haven't killed Nibenay, Hamanu, Kalid-Ma, Lalali-Pu, Oronis, or Daskinor). But it also provides history on the dead ones and past events so DMs can do that time period. But the first Dark Sun adventure assumes that the sorcerer kings killed in older modules are dead, so makes the villain Hamanu who still lives.</p><p></p><p>We are probably getting a little off topic though.</p></blockquote><p></p>
[QUOTE="Urriak, post: 7780156, member: 6996219"] Yeah not a fan of this approach. I'm much more comfortable with the standard that Ravnica set (I'll try this for Eberron); Chapter 1: Character Creation 2: Dragonmarked Houses 3: Eberron Setting/Lore 4: Creating Adventures in Eberron 5: Treasures 6: Friends and Foes As for rebooting the main settings... I'm actually happier if they don't do this and treat older modules/adventures as past events. That doesn't mean move forward in time by 500 years, but 5 is fine. The reason I like this more is because a setting book should provide the DM enough context that they can redo (or reinvent) past modules and history with their own spin if they choose. It also allows the D&D team to create new adventures that build off past events. So for FR, we've had several adventures that are completely new and don't complicate the timeline. You can choose to play those, or a DM can play in the setting's past if they enjoy that time period more (a Kickstarter for Baldur's Gate does pretty much this). It provides more options overall for DMs. An example of how to do this is Dark Sun, where the setting book says how many Sorcerer Kings are still alive (I think the past modules still haven't killed Nibenay, Hamanu, Kalid-Ma, Lalali-Pu, Oronis, or Daskinor). But it also provides history on the dead ones and past events so DMs can do that time period. But the first Dark Sun adventure assumes that the sorcerer kings killed in older modules are dead, so makes the villain Hamanu who still lives. We are probably getting a little off topic though. [/QUOTE]
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