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What would you like to see in a Feywild setting/adventure?
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<blockquote data-quote="Hexmage-EN" data-source="post: 8293569" data-attributes="member: 79428"><p>Ideally I would want a Feywild book to be very similar to the recent Ravenloft book, with guidance for how to run a campaign in a highly magical world that operates on fairy tale logic.</p><p></p><p>Heroes of the Feywild had some amount of guidance for DMs despite mostly being a book of player options, such as saying that in the Feywild breaking a deal can have serious consequence, but both deals and curses often have built in conditions for navigating them safely. There were also lots of especially supernatural items such as bottled sunlight that provides illumination, stones that create false paths, a staff that can temporarily turn a hill into flat land, a potion that can turn small beasts into Large-sized mounts, etc.</p><p></p><p>I also want to see more details on the archfey as they relate to players both as Warlock pact patrons and as possible opponents. One thing I recently saw in the old Dragon Magazine article on the Prince of Frost was a selection of Creeds for his Warlocks to follow. They were basically roleplaying advice on what sorts of things the Prince of Frost would expect from his warlocks, with some of them being things you wouldn't expect.</p><p></p><p>Here's three in particular:</p><p></p><p></p><p></p><p></p><p></p><p>These are awesome, and I'd love to see similar creeds for other archfey patrons.</p></blockquote><p></p>
[QUOTE="Hexmage-EN, post: 8293569, member: 79428"] Ideally I would want a Feywild book to be very similar to the recent Ravenloft book, with guidance for how to run a campaign in a highly magical world that operates on fairy tale logic. Heroes of the Feywild had some amount of guidance for DMs despite mostly being a book of player options, such as saying that in the Feywild breaking a deal can have serious consequence, but both deals and curses often have built in conditions for navigating them safely. There were also lots of especially supernatural items such as bottled sunlight that provides illumination, stones that create false paths, a staff that can temporarily turn a hill into flat land, a potion that can turn small beasts into Large-sized mounts, etc. I also want to see more details on the archfey as they relate to players both as Warlock pact patrons and as possible opponents. One thing I recently saw in the old Dragon Magazine article on the Prince of Frost was a selection of Creeds for his Warlocks to follow. They were basically roleplaying advice on what sorts of things the Prince of Frost would expect from his warlocks, with some of them being things you wouldn't expect. Here's three in particular: These are awesome, and I'd love to see similar creeds for other archfey patrons. [/QUOTE]
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What would you like to see in a Feywild setting/adventure?
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