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<blockquote data-quote="El Jefe" data-source="post: 2463247" data-attributes="member: 19990"><p>I'd like to deal with Fallon more specifically after I've read through the Fallon's Key adventure (which I presume is the one you're talking about).</p><p></p><p>I wouldn't be so hasty to conclude that nobody will develop some of these "lost" locations. For example, I'm toying with the idea of bringing a monk into the game. If I do, then I want him to be "from" one of the established monasteries in the game...either the Roaring Waters monastery, the Monastery of St. Feragon (perhaps reconsecrated in the nearly 2 years since the feral smackdown was concluded), or the "typo" monastery to the southeast of Orussus. If I take the 3rd choice, I'll have to at least name it or something in the character description. I might also weave some backstory into any adventures that character goes on (as I have for my existing characters), and it would be fair game for a DM to flesh out in more detail.</p><p></p><p>Another example is Rivenblight. I really can see PCs starting to bump up against the economy (max gp) limits of Orussus in a few levels, and the closest larger city is Rivenblight. Your rogue wants a suit of leather armor with the <em>Greater Slick</em> enhancement? Well, he'll figure out quick that it's not to be had in Orussus, but readily available in Rivenblight. Road trip! And someone has to DM that road trip and purchase, right?</p><p></p><p>I'd like to modify locations as little as necessary, more for reasons of continuity than of logic or even respect to the creators (not that we shouldn't respect the creator's intent as much as possible). For example, Creamsteak's description of the tunnels leading to Talley-oh was obviously flawed in the sense that everything said about it <em>couldn't</em> be true...the orb couldn't be both 1/2 mile inside and 1/4 mile inside. So, I chose to interpret that information in a way that made sense to me and could be repeated for anybody else venturing there. And why couldn't someone revisit the site? A PC could always say they "heard rumors" around the RDI and chose to investigate them. And why should the judges refuse a DM who wants to run another adventure in that complex? Creamsteak finished the adventure and essentially "published" a description of part of the complex. Don't be surprised if someone doesn't eventually want to set an adventure there, if not today or next week, maybe sometime next year. I've got some neat ideas for things to do there myself (#2 or 3 in my list of adventure hooks if I ever decide to DM in LEW).</p><p></p><p>So, in the interest of helping suspend disbelief by creating a "somewhat" persistant world, I suggest we leave established sites pretty much where they are, modify them as little as possible (but as much as necessary) to be rational and consistent with the rest of LEW, and let people explore and develop them as they please. There's still a bronze gate and winch arrangement at the entrance to Talley-oh, just as Creamsteak described it, but whoever's DMing the next adventure there can do what they want with the region beyond the "reservoir room", so long as it doesn't depart too much from "Sullivan's" description of the place.</p></blockquote><p></p>
[QUOTE="El Jefe, post: 2463247, member: 19990"] I'd like to deal with Fallon more specifically after I've read through the Fallon's Key adventure (which I presume is the one you're talking about). I wouldn't be so hasty to conclude that nobody will develop some of these "lost" locations. For example, I'm toying with the idea of bringing a monk into the game. If I do, then I want him to be "from" one of the established monasteries in the game...either the Roaring Waters monastery, the Monastery of St. Feragon (perhaps reconsecrated in the nearly 2 years since the feral smackdown was concluded), or the "typo" monastery to the southeast of Orussus. If I take the 3rd choice, I'll have to at least name it or something in the character description. I might also weave some backstory into any adventures that character goes on (as I have for my existing characters), and it would be fair game for a DM to flesh out in more detail. Another example is Rivenblight. I really can see PCs starting to bump up against the economy (max gp) limits of Orussus in a few levels, and the closest larger city is Rivenblight. Your rogue wants a suit of leather armor with the [I]Greater Slick[/I] enhancement? Well, he'll figure out quick that it's not to be had in Orussus, but readily available in Rivenblight. Road trip! And someone has to DM that road trip and purchase, right? I'd like to modify locations as little as necessary, more for reasons of continuity than of logic or even respect to the creators (not that we shouldn't respect the creator's intent as much as possible). For example, Creamsteak's description of the tunnels leading to Talley-oh was obviously flawed in the sense that everything said about it [I]couldn't[/I] be true...the orb couldn't be both 1/2 mile inside and 1/4 mile inside. So, I chose to interpret that information in a way that made sense to me and could be repeated for anybody else venturing there. And why couldn't someone revisit the site? A PC could always say they "heard rumors" around the RDI and chose to investigate them. And why should the judges refuse a DM who wants to run another adventure in that complex? Creamsteak finished the adventure and essentially "published" a description of part of the complex. Don't be surprised if someone doesn't eventually want to set an adventure there, if not today or next week, maybe sometime next year. I've got some neat ideas for things to do there myself (#2 or 3 in my list of adventure hooks if I ever decide to DM in LEW). So, in the interest of helping suspend disbelief by creating a "somewhat" persistant world, I suggest we leave established sites pretty much where they are, modify them as little as possible (but as much as necessary) to be rational and consistent with the rest of LEW, and let people explore and develop them as they please. There's still a bronze gate and winch arrangement at the entrance to Talley-oh, just as Creamsteak described it, but whoever's DMing the next adventure there can do what they want with the region beyond the "reservoir room", so long as it doesn't depart too much from "Sullivan's" description of the place. [/QUOTE]
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