The Player's Guide in The Five Realms | World Anvil
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The Player's Guide

Where do you start with the nearly impossible task of translating the collected cannon and lore from the stories of the Andril Anthologies within the confines and D&D 5E gaming aspects of the Andril Chronicles and vice versa? At the beginning of course!   As with most role-playing games (RPGs), this is not just a singular experience. Designed as an ongoing campaign each playing session relates to the next. Results and participant characters go from one episode to the next episode. As players build up their experience and attain greater levels of success for their characters they will go forth into the world seeking ever greater challenges, facing stronger monsters and more difficult problems. While initial adventuring usually takes place in an underworld dungeon, play gradually expands to encompass other such vaults of potential adventure, towns, cities, nations, the wilderness between civilizations are all open for exploration and the daring few may even embark on journeys into other dimensions, planes, times, and worlds.   Players can add characters to their initial adventurer as the milieu expands so that each might actually have several characters, each involved in some separate and distinct adventure busily engaged in the game separated only by time and place. This allows participation by many players in games which are substantially different from game to game as the location within the setting adapts to the unique events from playing in a living campaign.   Each individual campaign has its own distinct properties or "flavor", this world is no exception. Skilled players, guided by your humble good Dungeon Master (DM), realize that keeping simple records, a few quick notes, and the desire to have endless hours of entertainment and excitement are the sole purpose for all this creation. Each session may focus on building up character narratives guided by growth in their abilities, race, class, alignment, capabilities, possessions, equipment, weapons, even as the running total of experience points rise or the levels raise these are merely tools to an end. A way to help us represent and guide our imagination into a cooperative play experience with the singular purpose of having fun.   When things get confusing we follow these guidelines:  
Guideline One
Use the broader general version found in the D&D 5E mechanics to find the best fit. An initial list of one for one transition is included in this guide for ease of reference. For example, the Aelfeayr are elf-like so use the most appropriate elf subrace to represent them even though the history of that race is far different in D&D compared to their Anthologies counterpart they are mechanically close enough to use for their statistics and abilities.
 
Guideline Two
When a specific ruling has been made, be it from the inclusion of a variant rule or a setting canon, it is added as a campaign-specific update which supersedes and takes precedence over the standard D&D 5E ruleset. These are compiled in this guide for ease of use and quick reference. In the old days, these were called "Table Rules". For example, the use of cantrips is handled differently, the addition of the Sanity, Honor and Comeliness abilities, or the specific use of a magical item a character finds during their adventures.
 
Guideline Three
If an answer does not present itself ask for an interim ruling. When in doubt ask for guidance from the DM.

Character Creation

Abilities
Races
Classes
Backgrounds
Alignments

Customization

Equipment
Feats
Psionics
Spells

Ideology

The Civilizations
The Factions
The Gods
The Organizations

Orientation

Ultimate Setting Guide

Articles under The Player's Guide


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