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The (new) Immortals Handbook Thread
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<blockquote data-quote="S'mon" data-source="post: 2087683" data-attributes="member: 463"><p>This turns out to be a much harder question than first anticipated.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think my answer though boils down to though is that beyond the geegaws & XP, what matters is "Making a Difference" - the ability to create a lasting impact on the campaign world or (for deities) the Multiverse. For me that's why published 3e high level scenarios like Bastion of Broken Souls seem so pointless, they take place within a hermetically-sealed bubble with no impact on the pre-established multiverse. This contrasts with an OD&D Immortals scenario like Wrath of Olympus where the PCs' epoch-making actions can create a golden age of peace on Mystara, the _primary campaign world_ of the game! The 1e AD&D 'Throne of Bloodstone' series stands somewhere between the two - killing Orcus & scratching him off the Monster Manual is nice, the campaign pretty much takes place in a vacuum - the lands detailed didn't exist before that campaign, which lessens its impact, though the published FR Bloodstone Lands pack letting you play on in liberated Damara is nice. For deity PCs, I think the pure acquisition of treasure & XP per se rapidly becomes pointless, like a superhero comic with nothing but fights. The PCs' actions need to have actual and long-term impact on the multiverse or they're not really worth playing through.</p><p></p><p>(Craig - you can post this & the post below to Immortalshandbook.com as my 'article', I may expand on it later).</p></blockquote><p></p>
[QUOTE="S'mon, post: 2087683, member: 463"] This turns out to be a much harder question than first anticipated.... :) I think my answer though boils down to though is that beyond the geegaws & XP, what matters is "Making a Difference" - the ability to create a lasting impact on the campaign world or (for deities) the Multiverse. For me that's why published 3e high level scenarios like Bastion of Broken Souls seem so pointless, they take place within a hermetically-sealed bubble with no impact on the pre-established multiverse. This contrasts with an OD&D Immortals scenario like Wrath of Olympus where the PCs' epoch-making actions can create a golden age of peace on Mystara, the _primary campaign world_ of the game! The 1e AD&D 'Throne of Bloodstone' series stands somewhere between the two - killing Orcus & scratching him off the Monster Manual is nice, the campaign pretty much takes place in a vacuum - the lands detailed didn't exist before that campaign, which lessens its impact, though the published FR Bloodstone Lands pack letting you play on in liberated Damara is nice. For deity PCs, I think the pure acquisition of treasure & XP per se rapidly becomes pointless, like a superhero comic with nothing but fights. The PCs' actions need to have actual and long-term impact on the multiverse or they're not really worth playing through. (Craig - you can post this & the post below to Immortalshandbook.com as my 'article', I may expand on it later). [/QUOTE]
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