Stormborn said:
In the
Pathfinder blog James Jacobs talks about taking something that happened as the results of PCs actions (or failed saving throws) and how it altered the setting and how, eventually, it led to the one in Pathfinder. Which got me thinking about how settings evolve, and can evolve, through player action. So, here is your challnage for the day: take your current campaing (or a favorite long running one from the past) and evolve the setting 10 years or more. If neccesary make assumptions about what player actions might result in such a possible future setting.
I will post one of my own later.
I've done that in and out of a campaign.
In the first campaign, which lasted 3 years, the players both took away and returned magic. In the current campaign, 200 years after the first, we see the effects of the pcs actions. (the campaign has not started yet but this is the stuff I've put in to show progession)
1. the psionic god's aura, whom they killed at the end of the campaign, has created far more psionic powered people in the world.
2. the mercenary company they are apart of, has created a free country on the western border to protect the world from the western necromatic lands (which were created when they let the two main lich bad guys escape at the end of the campaign)
3. the thieves guild that once existed in a small portion of the world now has outlets everywhere and is still ruled by the same mysterious leader (the players still don't know who this guy is--- i love a long lasting mystery that lasts multiple campaigns)
4. toward the end of the campaign, the defeat of the psionic god ripped a hole in time and space, causing the oceans to turn into planar voids. In the new campaign, these voids have become planar adventure zones for mercenaries, though few ever return
5. In the first campaign the players never dealt with New Mechanis, an island continent of angry forged bent on "cleansing the flesh". Between campaigns there was a war and the humans were nearly wiped out, thanks to other planes assistance, the forged threat was taken care of.
6. Whereas hte first campaign was fantasy, this campaign is fantasy steampunk. There are steampowered vehicles, better airships, and better commerse areas. Politics is taking the place of wars. Gold is no longer the only way to purchase items. Politicking and influence will get you more and farther.