This PDF, a key component of the Tales of the Valiant Kickstarter campaign, introduced a remarkably flexible 'universe support' model for the upcoming 'Kobold-verse.' This model empowers creators and backers, giving them the freedom to shape their own worlds within the 'Kobold-verse.'
All campaign worlds are intricately linked to the Labyrinth, a mysterious, magical pathway of doors and passages that traverse between these worlds, realities, dimensions, times, or what have you. It's a concept that has been explored in many fantasy novels, such as Alice in Wonderland, the Dark Tower, Narnia, and many others. However, the 'Kobold-verse' offers a unique and diverse take on this theme, promising an exciting journey for all.
Since most people create their own worlds, this is an ideal setup for supporting old and new campaigns and any existing world you may want to port into the system. I like this better than D&D's planar model, where there isn't much difference between an "outer plane" and another world. Here, the outer planes are set apart, different, and unique; you have much less reason to visit them if needed.
This feature allows you to traverse other worlds without needing high-level spells, ensuring you can explore and visit new places even at the lower levels of play. While you can always 'say this is so' in games like D&D, having the model officially laid out, supported, and integrated as part of the 'universe model' is a fascinating and inclusive addition.
It reminds me of The Strange, a fascinating game set in a universe of alternate realities, some based on fiction, some on themes, and others perhaps movies or TV shows. These universes spawn, come and do, get devoured by a malign force, get lost, found, change to a new form, or thrive as long as people believe in them. They can be crossed over into or escaped, or the fabric of reality can start breaking down as some in them "awaken" to what is really going on and gain sentience outside the system.
While the Labyrinth does not have that "denial of the simulation" thing going on, most never know a world is a part of this network, and the worlds in them go on as usual. One of these can be "your campaign world" or a version of one that you ported into the system, and while the underlying 5E rules may have changed to ToV, life goes on.
Also, since ToV is so close to 5E, characters created in the base D&D (or any other 5E-based system) rules can visit, play alongside, and interact with those in the ToV-verse. This is a genius "guerrilla" tactic of absorbing other 5E content, worlds, adventures, characters, monsters, and any other content made for 5E but is easily compatible with ToV. Unlike Pathfinder, ToV does not need to create its world (but they have one), and being like a vacuum and sucking up every world and game as compatible content works very well.
Do you have an old game world where you "played out" D&D and need a rule system that works with it? ToV and the Labyrinth are here to inject some new life into the books you already own. You are not waiting for an "update" to 2024; it works with all your 2014 content. Granted, 2024 D&D also does, but many want to avoid D&D Beyond and the drama there.
I remember when ToV was harshly criticized for "sticking too close" to 5E and not "offering much new." It turns out this was part of a larger strategy of backward compatibility and emulation, giving people tired of D&D but with sizable 5E investments an off-ramp into ToV. The only three Wizards game books I have are my three 2014 core books. Everything else of mine in 5E is third-party.
I have been converting third-party subclasses to ToV using their free conversion guide, and there are not too many problems with this. Again, "replacing D&D" with the ToV system is brilliant and signals 3rd solid party support for Open 5E.
The Labyrinth is another step on this stairway, creating a framework for importing entire campaigns into the system and linking other 5E games to the Koboldverse. I can make a portal to my Esper Genesis universe and have a space explorer drop into a fantasy world for a few adventures. They can be in a party of ToV characters, and since ToV stays close to the 5E core, there are very few compatibility issues.
Or a portal to a world like the (zombie-free) post-apocalypse setting of The Ruin (the hardcover is back in print!), and it has crossovers here.
I love Level Up Advanced 5E, an evolution of the 5E game into something new. But there are more compatibility issues between characters and worlds here. It makes fantastic additions to the rules, and starting a new world here with all the systems is compelling and gives a deep, rich, and old-school experience. You can "play alongside" other 5E characters, but they will miss out on some A5E features needed for supply, encounters, destiny, and other new systems in the game.
ToV is a direct drop-in replacement for D&D. The math is rebalanced, and the game is presented in a way that makes it easy to learn and understand. You don't need an electronic character sheet, which also helps third-party support.
The Labyrinth concept and framework are built as the next layer of support. It may seem like a "so what" concept when you have gate spells and the outer planes, but it is a powerful world model that lets you link, create new worlds, and constantly visit new places while all staying in the same 5E reality. You could even drop in ToV versions of Greyhawk and the Realms in here, too, at any point in time and in any version of the worlds, and things will work just fine.
Do you prefer the AD&D version of the Forgotten Realms or the D&D 3.5 version? The 2E version with all the unkillable GMNPCs? The 4E version? The Baldur's Gate 3 version? Whatever one you want is in here. They all are, and you can cross between them - if you wish. Why? We won't know, or you have a metaplot. Simplify your life and make all the Realms versions follow ToV.
Miss the old-school wicked Drow dark elves of Greyhawk? The ones who were evil incarnate and not ashamed of it? Over there, through those gates, take a left at the pylon to get to OG Greyhawk. Have fun in the Tomb of Horrors. Make it all follow ToV to keep your life simple, and include a few hardcore play rules in that world.
Oh, yes, since these are standalone worlds, you can introduce optional rules that apply to everyone in there with one of these fantastic hardcore rules options books. Make OG Greyhawk play more like AD&D with a few optional rules, and you don't have to change your characters when using the 5e Hardmode rules. Just toggle a few on for a world and keep playing your ToV characters. Worlds can use optional rules for any number of systems if they don't touch the character sheets.
Now, you are starting to see the strength of this framework.
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