Strange men sleazing about in taverns distributing quests is no basis for a system of adventuring.


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Fauchard1520

Adventurer
They all wound up on the final ferry...

...which was attacked by anthro-tiger raiders from another prime material plane.

So like... How do you prep your players for that kind of campaign? I'm just imagining, "OK. War is finally over. The long rivalry between the kingdoms of Blah and Blahh has ended in a wedding. Now that all that lore is out of the way, Tony the Tiger appears from a planar rift..." I guess I'm asking how you managed to keep World A relevant when World B kicks off the game by tearing a hole in reality.
 

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