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Author Topic: How We’ve Changed TTRPG Worlds  (Read 480 times)


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How We’ve Changed TTRPG Worlds
« on: September 07, 2020, 04:03:06 PM »
In TTRPGs we all (for the most part) play heroes! We fight evil and we save the day, but for those who are in long-running campaigns or play in settings like Suzerain.
[/color]What’s the biggest change or affect you/your party has had in a TTRPG?  (be it scripted campaign event or ‘party-gone-wild’ events that the GM has had to deal with! :D )[/size]
[/color](Picture is of [/size][/color]Solrayon-Sur-Mere[/size][/color] it [/size][/color]was[/size][/color] a fishing village - it was destroyed in a Legends Awaken initiative game)[/size]

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Re: How We’ve Changed TTRPG Worlds
« Reply #1 on: September 21, 2020, 02:06:41 AM »
In DCC, Bill the Elf has become the entire world's most wanted supervillain. He's destroyed entire civilizations and genocided entire species.
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Re: How We’ve Changed TTRPG Worlds
« Reply #2 on: September 21, 2020, 08:25:13 AM »
I'm running the 5E conversion of B1: In Search of the Unknown.

The players are shipping Rogahn and Zelligar.

Yeah, it's gonna be a LONG campaign...


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Re: How We’ve Changed TTRPG Worlds
« Reply #3 on: September 28, 2020, 07:55:49 AM »
Hm.  Well.  Probably at the hands of my wife's lead character, who after seventeen real years is not only the most powerful PC in the 40 years of my campaign but one of the world's most powerful wizards.  In the biggest naval battle in the world's history, against the Armada of Badness, she saved the Good Guy Allied Fleet from destruction (some 400 ships worth) by witching up the Mother of All Windstorms and wafting them all to safety.  (The elven emperor, with a dozen archmages, followed up with a mass smackdown on the aforementioned AoB.)
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