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What are the greatest Core mods of Year 5?
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<blockquote data-quote="NiTessine" data-source="post: 3194261" data-attributes="member: 475"><p>After every Living Greyhawk adventure, you are given an Adventure Record, a sheet of paper marking down the experience points and gold you gained during the adventure, how many Time Units it cost you (a character has 52 Time Units per year), the treasure you found, plus... other effects. These other things include the favours and disfavours of different people or organizations, access to new feats, magic, items or prestige classes from the accessory books, as well as stranger stuff, such as bases of operation, long-lasting blessings and curses, and seemingly inconsequential things that may come in play during a later adventure. The adventure record also notes where in the Flanaess an adventure took place and has the coat of arms of said region. They look pretty, and the memories stay with me longer.</p><p></p><p>There are a couple of reasons I play Living Greyhawk. Firstly, we have a moderate-sized player pool over here, and it's nearly always possible to get a game going at even a short notice, provided it's an adventure that hasn't been run three times already.</p><p></p><p>Second, the adventures make the world feel like it really does live. In adventure series, there are consequences to your actions that may impact later adventures, and events of different adventures and story arcs can have long-ranging effects in many places.</p><p></p><p>For example, at GenCon UK 2005, they played the Reclamation of Scant, a big special event where some 40 groups played a series of short special missions where they drove the Scarlet Brotherhood forces from the capital of Onnwal. The city was destroyed by a magical effect set off by the Brotherhood commanders, but the Red Brothers were beaten and Onnwal was free. Now, in 2006, we in the Principality of Naerie, whose region lies down the coast from Onnwal, are seeing some influx of Scarlet Brotherhood refugees, fleeing from Scant. Our local SB undercover agents are getting panicky.</p><p></p><p>Third, it allows me to get a game going even while I'm on a holiday, and it's assured I get to play a new adventure, thanks to the regional system. I've thus far done this in Netherlands (Sunndi) and the United Kingdom (Onnwal). That particular character can't really return to the latter one anymore, though, on account of having a standing death sentence...</p></blockquote><p></p>
[QUOTE="NiTessine, post: 3194261, member: 475"] After every Living Greyhawk adventure, you are given an Adventure Record, a sheet of paper marking down the experience points and gold you gained during the adventure, how many Time Units it cost you (a character has 52 Time Units per year), the treasure you found, plus... other effects. These other things include the favours and disfavours of different people or organizations, access to new feats, magic, items or prestige classes from the accessory books, as well as stranger stuff, such as bases of operation, long-lasting blessings and curses, and seemingly inconsequential things that may come in play during a later adventure. The adventure record also notes where in the Flanaess an adventure took place and has the coat of arms of said region. They look pretty, and the memories stay with me longer. There are a couple of reasons I play Living Greyhawk. Firstly, we have a moderate-sized player pool over here, and it's nearly always possible to get a game going at even a short notice, provided it's an adventure that hasn't been run three times already. Second, the adventures make the world feel like it really does live. In adventure series, there are consequences to your actions that may impact later adventures, and events of different adventures and story arcs can have long-ranging effects in many places. For example, at GenCon UK 2005, they played the Reclamation of Scant, a big special event where some 40 groups played a series of short special missions where they drove the Scarlet Brotherhood forces from the capital of Onnwal. The city was destroyed by a magical effect set off by the Brotherhood commanders, but the Red Brothers were beaten and Onnwal was free. Now, in 2006, we in the Principality of Naerie, whose region lies down the coast from Onnwal, are seeing some influx of Scarlet Brotherhood refugees, fleeing from Scant. Our local SB undercover agents are getting panicky. Third, it allows me to get a game going even while I'm on a holiday, and it's assured I get to play a new adventure, thanks to the regional system. I've thus far done this in Netherlands (Sunndi) and the United Kingdom (Onnwal). That particular character can't really return to the latter one anymore, though, on account of having a standing death sentence... [/QUOTE]
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