Yair
Community Supporter
Let's say you're playing in a long campaign, that spans levels 1 to 20. You start as young adventurers, and when the campaign concludes you're powerful level 20 individuals. The setting is a typical D&D backdrop with dungeons, dragons and mosters, humanoid hordes, a semi-medieval society of kingdoms, and all that jazz.
My question is: what would you AS A PLAYER like the setting to change into by the campaign's conclusion? What change (if any) would be fun to play out? Here are some options, feel free to comment or suggest others.
This is a comparison I'm making across boards, so the options may seem a little weird. Here is an explanation:
No Fundamental Change: The setting will remain the same in broad outline at the campaign's end. If there is the threat of an orc horde coming from the north for example, that threat will remain (even if the current wave of raids was contained).
A Foothold of Change: While the world at large may remain the same, at least at the local level the PCs can instigate a fundamental change. If the world is threatened by horrors from beyond this reality for example, perhaps the PCs could build a haven that is warded by powerful magic - perhaps even protect an entire kingdom. Or perhaps they can abolish feudalism in the kingdom, or estalibsh a democratic city-state.
Affecting History: The PCs affect the gross progression of events, but not the structure of the world. You may brake that orc horde or set up one king rather than another. But you will not make the world suddenly lose its magic, or curtail the underlying threats, or institute a democracy. The specific politics can change, the basics stay the same.
A Change in the World: The world changes on a basic level. Perhaps there is an industrial revolution. Perhaps magic becomes rare, or the gods die, or the world sinks into the abyss and becomes another layer of it. Perhaps the orc hordes stampede over everything, ending the Age of Man.
A Change in Adventuring: Perhaps a law passes that forbids magic use and bearing arms, making adventuring a clandestine affair. Perhaps the adventuring guild is formally recognized and becomes an instrument of royal justice and might. Whatever the change, the world is still fairly similar but the role of adventuring changes substantially.
Other: Feel free to give us the details!
My question is: what would you AS A PLAYER like the setting to change into by the campaign's conclusion? What change (if any) would be fun to play out? Here are some options, feel free to comment or suggest others.
This is a comparison I'm making across boards, so the options may seem a little weird. Here is an explanation:
No Fundamental Change: The setting will remain the same in broad outline at the campaign's end. If there is the threat of an orc horde coming from the north for example, that threat will remain (even if the current wave of raids was contained).
A Foothold of Change: While the world at large may remain the same, at least at the local level the PCs can instigate a fundamental change. If the world is threatened by horrors from beyond this reality for example, perhaps the PCs could build a haven that is warded by powerful magic - perhaps even protect an entire kingdom. Or perhaps they can abolish feudalism in the kingdom, or estalibsh a democratic city-state.
Affecting History: The PCs affect the gross progression of events, but not the structure of the world. You may brake that orc horde or set up one king rather than another. But you will not make the world suddenly lose its magic, or curtail the underlying threats, or institute a democracy. The specific politics can change, the basics stay the same.
A Change in the World: The world changes on a basic level. Perhaps there is an industrial revolution. Perhaps magic becomes rare, or the gods die, or the world sinks into the abyss and becomes another layer of it. Perhaps the orc hordes stampede over everything, ending the Age of Man.
A Change in Adventuring: Perhaps a law passes that forbids magic use and bearing arms, making adventuring a clandestine affair. Perhaps the adventuring guild is formally recognized and becomes an instrument of royal justice and might. Whatever the change, the world is still fairly similar but the role of adventuring changes substantially.
Other: Feel free to give us the details!
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