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General Tabletop Discussion
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Tell me the selling points of Tal'Dorei / Wildemount, without mentioning Critical Role, Matt Mercer, etc.
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<blockquote data-quote="Black Dougal" data-source="post: 9788485" data-attributes="member: 7031346"><p> <ol> <li data-xf-list-type="ol"><strong>Vestiges of Divergence:</strong> Evolving artifacts (Dormant → Awakened → Exalted) tied to character milestones which is an easy way to create signature items.</li> <li data-xf-list-type="ol"><strong>Heroic Chronicle:</strong> Tables that link PCs to regions and factions, generating allies/rivals and instant plot hooks.</li> <li data-xf-list-type="ol"><strong>Dunamancy:</strong> Time/space/gravity-flavored magic, plus subclasses like Chronurgy, Graviturgy, and the Echo Knight.</li> <li data-xf-list-type="ol"><strong>Adventure-ready gazetteers:</strong> Regions and factions written with built-in conflicts and hooks. Wildmount even includes four or five starter adventures, it's been a while since I looked at book.</li> <li data-xf-list-type="ol"><strong>Cohesive mythic backbone:</strong> Gods, the Calamity, and the Divine Gate provide clear stakes with no stream knowledge required.</li> </ol><p></p><p></p><p><strong>Bonus Question</strong></p><p></p><p>I think it helps. Wildemount’s single-continent focus + current geopolitical tension gives you instant stakes and structure. You can drop in a new group and be playing “something that matters” by session one. If you want a ready-to-run campaign frame with strong factions and on-ramps for characters, start here. It’s narrow by design...and that’s a strength. </p><p></p><p>Tal’Dorei Reborn gives you a wider canvas and more player options which is great if you enjoy building your own arcs, but it asks a bit more of the GM up front.</p><ul> <li data-xf-list-type="ul">“I want a campaign tonight.” = Wildemount (starter adventures + Heroic Chronicle). </li> <li data-xf-list-type="ul">“I want a rich sandbox with leveling artifacts and lots of options.” = Tal’Dorei Reborn.</li> </ul></blockquote><p></p>
[QUOTE="Black Dougal, post: 9788485, member: 7031346"] [LIST=1] [*][B]Vestiges of Divergence:[/B] Evolving artifacts (Dormant → Awakened → Exalted) tied to character milestones which is an easy way to create signature items. [*][B]Heroic Chronicle:[/B] Tables that link PCs to regions and factions, generating allies/rivals and instant plot hooks. [*][B]Dunamancy:[/B] Time/space/gravity-flavored magic, plus subclasses like Chronurgy, Graviturgy, and the Echo Knight. [*][B]Adventure-ready gazetteers:[/B] Regions and factions written with built-in conflicts and hooks. Wildmount even includes four or five starter adventures, it's been a while since I looked at book. [*][B]Cohesive mythic backbone:[/B] Gods, the Calamity, and the Divine Gate provide clear stakes with no stream knowledge required. [/LIST] [B]Bonus Question[/B] I think it helps. Wildemount’s single-continent focus + current geopolitical tension gives you instant stakes and structure. You can drop in a new group and be playing “something that matters” by session one. If you want a ready-to-run campaign frame with strong factions and on-ramps for characters, start here. It’s narrow by design...and that’s a strength. Tal’Dorei Reborn gives you a wider canvas and more player options which is great if you enjoy building your own arcs, but it asks a bit more of the GM up front. [LIST] [*]“I want a campaign tonight.” = Wildemount (starter adventures + Heroic Chronicle). [*]“I want a rich sandbox with leveling artifacts and lots of options.” = Tal’Dorei Reborn. [/LIST] [/QUOTE]
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General Tabletop Discussion
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Tell me the selling points of Tal'Dorei / Wildemount, without mentioning Critical Role, Matt Mercer, etc.
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