JoeNotCharles
First Post
One advantage we have here is that a mega-adventure could involve the destiny of a Far Land rather than the entire setting. It could involve the downfall or transformation beyond recognition of the Kingdom of Jade or the Imperium, or the Valley of Bone, or if that's too much we could create a new Far Land just for the mega-adventure. (You know, I've owned module X4/X5 - Master of the Desert Nomads/The Temple of Death - since I was a kid, and never gotten a chance to run them because I never had a group last long enough. That would make a great Far Land adventure - the armies of a distant Republic are being overrun, but in their hour of need an explorer finds a portal to Daunton and they begin recruiting mercenaries...)
The key would be to be sure there are exit points where players and/or DM's could get out of the mega-adventure if it lasts too long.
The key would be to be sure there are exit points where players and/or DM's could get out of the mega-adventure if it lasts too long.