Sean Merwin
👤 SpeakerAppearances Over Time
Podcast Appearances
So it's much easier to take the cool things that we discussed that are in this book, eliminate 90% of the text that talks about this general and these 12 duchies of this one nation. And just say, here's where you set this adventure and why. And this is where you set this campaign and why.
And it's something new and fresh that players who have come in with fifth edition, with fourth edition, or even late in third edition, maybe have not seen yet.
And it's something new and fresh that players who have come in with fifth edition, with fourth edition, or even late in third edition, maybe have not seen yet.
Yeah, the brevity of covering these geographic regions is something that part of me wishes... Did they do a smaller version of this book? I feel like they did. I feel like they did like a... Yeah, like a player's guide to it.
Yeah, the brevity of covering these geographic regions is something that part of me wishes... Did they do a smaller version of this book? I feel like they did. I feel like they did like a... Yeah, like a player's guide to it.
And I sort of wish that some of the regions, some of the nations had been broken down like, in this forest, here is the threat, and here's what you need to do to fight that. The hills and the mountains and the forests and the swamps that had that cool thing did that very well. Yeah.
And I sort of wish that some of the regions, some of the nations had been broken down like, in this forest, here is the threat, and here's what you need to do to fight that. The hills and the mountains and the forests and the swamps that had that cool thing did that very well. Yeah.
The next chapter is the power groups, which shows both a good way to create these power groups and how they function in the world. And what sorts of adventures that you can create when you're dealing with them, either as allies or as enemies or as this nebulous background that you're still trying to suss out and figure out how they are affecting the plots that are taking place in your campaign.
The next chapter is the power groups, which shows both a good way to create these power groups and how they function in the world. And what sorts of adventures that you can create when you're dealing with them, either as allies or as enemies or as this nebulous background that you're still trying to suss out and figure out how they are affecting the plots that are taking place in your campaign.
And for me, the last group here, the Silent Ones of Keoland, was one of those groups that was mysterious and could be used in many different ways by a game master. In this case, the Silent Ones are a secret organization that claim to be protecting Sewell magic, but you're not quite sure what that means. Does that mean they are protecting people from this ancient magic?
And for me, the last group here, the Silent Ones of Keoland, was one of those groups that was mysterious and could be used in many different ways by a game master. In this case, the Silent Ones are a secret organization that claim to be protecting Sewell magic, but you're not quite sure what that means. Does that mean they are protecting people from this ancient magic?
uh does it mean that they are using that ancient magic to control people uh including the rulers of the keel and then the vassal states around it uh And so you can move that group in different directions to make them an ally in some circumstances, an enemy in others, and even have a rift within the organization itself.
uh does it mean that they are using that ancient magic to control people uh including the rulers of the keel and then the vassal states around it uh And so you can move that group in different directions to make them an ally in some circumstances, an enemy in others, and even have a rift within the organization itself.
As long as you don't make it too arcane, and I don't mean that in the sense of magic, in the sense of being so secret and so inscrutable that it really doesn't matter what they are because the players will never be able to truly understand it.
As long as you don't make it too arcane, and I don't mean that in the sense of magic, in the sense of being so secret and so inscrutable that it really doesn't matter what they are because the players will never be able to truly understand it.
you need to give some sort of an in for the players to at least begin to understand what's behind the group and what its aims are, or at least what factions of its aims are. Yeah.
you need to give some sort of an in for the players to at least begin to understand what's behind the group and what its aims are, or at least what factions of its aims are. Yeah.
Yep. and remember as we mentioned earlier in this segment in third edition gods were important because that's how you got your domains so uh it was a rules uh augment as well as a setting augment to give that information and you know what's what was cool to me is the appendix was all about the living greyhawk campaign
Yep. and remember as we mentioned earlier in this segment in third edition gods were important because that's how you got your domains so uh it was a rules uh augment as well as a setting augment to give that information and you know what's what was cool to me is the appendix was all about the living greyhawk campaign
and how this was promoted in an actual book, not just by mentioning it, not by just putting up an ad, but by saying, this is what the campaign is. Here is how you create a character in this campaign. And these are the ways you can get involved, including giving the regional tie-ins. So Alyssa was Sweden and, uh, Ulic, the Duchy of Ulic was California, et cetera, et cetera.