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Using the real world as a fantasy setting
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<blockquote data-quote="Li Shenron" data-source="post: 8004923" data-attributes="member: 1465"><p>There should be no need to say that the players should be onboard with the idea. But that's the same as with fantasy settings. I <strong>will</strong> complain if you introduce aliens in a D&D game without informing me beforehand, because I consider it one of the lamest idea.</p><p></p><p>Creating an alternate course of history with the actions of the PCs can be one of the attractive features of the game. However, I would rather warn the players not to overestimate how much they can change, and how easily. Sure, if you kill an important NPC before doing a key historical deed, this should have consequences. But you can't just decide "we're going to make this side win the war", because that depends on a lot of factors, and largely not on a PC's capability in combat. D&D is about small-scale battles, so tipping the odds of an entire war is beyond the scope of the game. Sure you can do it sometimes, but it's not what I had in mind. I would rather have the PCs embark in quests that are either local (at low levels) or otherwordly but far from the public eye (at high levels), and then connect the consequences to subtle changes on a wider scale.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8004923, member: 1465"] There should be no need to say that the players should be onboard with the idea. But that's the same as with fantasy settings. I [B]will[/B] complain if you introduce aliens in a D&D game without informing me beforehand, because I consider it one of the lamest idea. Creating an alternate course of history with the actions of the PCs can be one of the attractive features of the game. However, I would rather warn the players not to overestimate how much they can change, and how easily. Sure, if you kill an important NPC before doing a key historical deed, this should have consequences. But you can't just decide "we're going to make this side win the war", because that depends on a lot of factors, and largely not on a PC's capability in combat. D&D is about small-scale battles, so tipping the odds of an entire war is beyond the scope of the game. Sure you can do it sometimes, but it's not what I had in mind. I would rather have the PCs embark in quests that are either local (at low levels) or otherwordly but far from the public eye (at high levels), and then connect the consequences to subtle changes on a wider scale. [/QUOTE]
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