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*Dungeons & Dragons
The Lost Lands: Borderland Provinces
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<blockquote data-quote="Matthan" data-source="post: 6733708" data-attributes="member: 20005"><p>So let me take a stab at this. The Lost Lands is a standard D&D fantasy world (PHB descriptions and abilities are all present without tweaks), but features a crumbling civilization that cannot maintain order in the land leading to the ability of motivated individuals to find adventure, treasure, and glory. Due to the state of civilization, any dangers that exist have to be stopped by the PCs as there aren't powerful NPCs or Groups that are also fighting to preserve the world. The PCs should feel that they alone control their fate.</p><p></p><p>The setting is designed to empower players to set out and carve out their own adventures ("That place sounds neat, let's go explore it!") The setting book is a mix of regional writeups (towns, NPCs, nations, etc...) and lightly detailing some of the adventure sites that the PCs may want to explore. It is designed to allow for a variety of short adventures instead of an overarching adventure path or metaplot. To advance this concept, a detailed set of random tables and the Journey generator are offered to help develop adventures wherever the PCs decide to explore.</p><p></p><p>If that's accurate, could you share brief blurbs about some of the places featured in the setting (that are not explored in other products) that are designed to hook players' curiosity?</p><p></p><p>*edit* I don't know why 'fate' automatically hyperlinked and I don't know how to remove it. Sorry.</p></blockquote><p></p>
[QUOTE="Matthan, post: 6733708, member: 20005"] So let me take a stab at this. The Lost Lands is a standard D&D fantasy world (PHB descriptions and abilities are all present without tweaks), but features a crumbling civilization that cannot maintain order in the land leading to the ability of motivated individuals to find adventure, treasure, and glory. Due to the state of civilization, any dangers that exist have to be stopped by the PCs as there aren't powerful NPCs or Groups that are also fighting to preserve the world. The PCs should feel that they alone control their fate. The setting is designed to empower players to set out and carve out their own adventures ("That place sounds neat, let's go explore it!") The setting book is a mix of regional writeups (towns, NPCs, nations, etc...) and lightly detailing some of the adventure sites that the PCs may want to explore. It is designed to allow for a variety of short adventures instead of an overarching adventure path or metaplot. To advance this concept, a detailed set of random tables and the Journey generator are offered to help develop adventures wherever the PCs decide to explore. If that's accurate, could you share brief blurbs about some of the places featured in the setting (that are not explored in other products) that are designed to hook players' curiosity? *edit* I don't know why 'fate' automatically hyperlinked and I don't know how to remove it. Sorry. [/QUOTE]
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The Lost Lands: Borderland Provinces
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