The
evolution of Avremier as a campaign setting came about partially due to
attempts at making many of the rules-based game specifics a rational
part of the game world. For example - why humans were able to pursue
certain classes and demihumans could not. Avremier is, in part, an
exercise in the mitigation of metagaming.
Many of the background elements and setting secrets exist as world-specific answers to player (and DM) concerns over what has been perceived as gaps or weaknesses in the rules. In Avremier, there are setting-based reasons for the following:
So, Avremier is a combination of my own writing and preference combined with the choices and influences of many, many players of the game throughout the years. It has been my goal to use what works best along the way. That practice continues to this day.
Many of the background elements and setting secrets exist as world-specific answers to player (and DM) concerns over what has been perceived as gaps or weaknesses in the rules. In Avremier, there are setting-based reasons for the following:
- Human "superiority" in the adventuring classes.
- Human "mastery" of arcane spellcasting.
- Human cleric adventurers - while there are no demihuman cleric PCs.
- The lack of half-human races (an Avremier standard).
- PC level limits.
- And others...
So, Avremier is a combination of my own writing and preference combined with the choices and influences of many, many players of the game throughout the years. It has been my goal to use what works best along the way. That practice continues to this day.
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