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PCs changing the campaign world
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<blockquote data-quote="MoogleEmpMog" data-source="post: 1753372" data-attributes="member: 22882"><p>Since it hasn't had any eloquent defenders and I believe there's something to be said for it, I'll take up the devil's advocate position towards changing campaign settings. This doesn't apply so much to 'standard' D&D settings other than the "big," truly high-powered ones (Spelljammer, Planescape and Dark Sun), but it does apply to certain homebrews.</p><p></p><p>I'm not especially fond of the "PCs out to rewrite history, topple empires and save/destroy multiple worlds" style of gaming.</p><p></p><p>Eliminate the 40-odd Fire Knives? Maybe.</p><p></p><p>Eliminate the vast, Epic-spellcaster-supported, millennia-old Elven fleets of wildspace? Uh... no.</p><p></p><p>As both a player and a DM, I prefer worlds in which 15th-level, even 20th-level, PCs make a difference in, at most, the way James Bond makes a difference. They might foil a Cold War KGB mastermind's plot and even kill him, but they aren't going to single-handedly bring the Soviet Union to its knees.</p><p></p><p>I <em>like</em> the fact that "the PCs aren't the (only) heroes" in, say, the Forgotten Realms or the Iron Kingdoms. In fact, that's my one major gripe with the otherwise excellent Eberron, despite it being one of the setting's main selling points.</p><p></p><p>In a world where advancing to 20th level is possible, I expect to see 20th-level characters, good and bad, outside of the party. In a world with multiple 20th-level characters, the actions of 15th-level characters aren't going to reshape the very face of the world, although they might smooth out the rough bits here and there.</p><p></p><p>As for cleaning out the (now-metaplot-defunct) Tilverton sewers... I don't expect that's going to be high on Elminster's agenda, say. In fact, it's the kind of adventure I like to see in a setting like the Realms. It's not changing the face of the Realms, but it <em>is</em> making a difference on a local scale. That seems like a good, setting-consistent balance.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 1753372, member: 22882"] Since it hasn't had any eloquent defenders and I believe there's something to be said for it, I'll take up the devil's advocate position towards changing campaign settings. This doesn't apply so much to 'standard' D&D settings other than the "big," truly high-powered ones (Spelljammer, Planescape and Dark Sun), but it does apply to certain homebrews. I'm not especially fond of the "PCs out to rewrite history, topple empires and save/destroy multiple worlds" style of gaming. Eliminate the 40-odd Fire Knives? Maybe. Eliminate the vast, Epic-spellcaster-supported, millennia-old Elven fleets of wildspace? Uh... no. As both a player and a DM, I prefer worlds in which 15th-level, even 20th-level, PCs make a difference in, at most, the way James Bond makes a difference. They might foil a Cold War KGB mastermind's plot and even kill him, but they aren't going to single-handedly bring the Soviet Union to its knees. I [I]like[/I] the fact that "the PCs aren't the (only) heroes" in, say, the Forgotten Realms or the Iron Kingdoms. In fact, that's my one major gripe with the otherwise excellent Eberron, despite it being one of the setting's main selling points. In a world where advancing to 20th level is possible, I expect to see 20th-level characters, good and bad, outside of the party. In a world with multiple 20th-level characters, the actions of 15th-level characters aren't going to reshape the very face of the world, although they might smooth out the rough bits here and there. As for cleaning out the (now-metaplot-defunct) Tilverton sewers... I don't expect that's going to be high on Elminster's agenda, say. In fact, it's the kind of adventure I like to see in a setting like the Realms. It's not changing the face of the Realms, but it [I]is[/I] making a difference on a local scale. That seems like a good, setting-consistent balance. [/QUOTE]
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