Life has been, well, really crazy for the last couple of months. Gaming-wise, I’m behind on game logs, behind on rules updates, and I’ve made some interesting and major changes in the campaign.
The short version is that the group finished up with Castle Amber – which in and of itself let me implement a couple of changes to correct things that we “out of whack” with my current campaign. I realized that I reached a point where it was impossible for the players to keep up with the DM (me) on just sort of simple “world knowlegde” because I’d been running essentially the same setting for such a long time.
So I took the wierdness of Castle Amber as an excuse to jump the group forward in time and space when things ended.
So they are roughly 1000 years in the future and in a brand-new part of my world – I have somewhat steadfastly decided to not worry about where it is in relation to where things were. Given the somewhat mallable nature of the Mortal Realms I’m not sure I ever have to determine that. I’m having a great deal of fun worldbuilding again and the entire group gets to participate in the process. I think that this is an undermentioned aspect of world-building – the role of player participation.
Sometimes this is really explicit – my spouse invented a whole culture once because she wanted something new to play – and other times it is more accidental – Gnomish culture is pretty much the result of two different players in my old game.
But currently, the characters are investigating what could be done about a group of rampaging slavers…