Введение
Living Greyhawk (LG) была масштабной, совместно создаваемой кампанией Dungeons & Dragons, администрировавшейся RPGA и проходившей с 2000 по 2008 год. Действие кампании и её сюжетная линия основывались на сеттинге World of Greyhawk, созданном Гэри Гигаксом, и использовали правила Dungeons & Dragons Third Edition (впоследствии v3.5). За время существования кампании было опубликовано более тысячи приключений, в которых приняли участие десятки тысяч игроков по всему миру.
Хронология кампании
В 1990-х годах совместная ролевая кампания RPGA под названием Living City, использующая правила второго издания Dungeons & Dragons, имела относительный успех. С выходом третьего издания Dungeons & Dragons в 2000 году RPGA разработала новую, улучшенную кампанию под названием Living Greyhawk, которая должна была быть масштабнее и проходить на большей, континентальной территории. Вместо одного города и его окрестностей, эта кампания охватывала 30 игровых регионов Оэрта, каждый из которых был связан с определенной областью реального мира, а также "основные" игровые регионы, не привязанные к конкретным областям реального мира. Первые ознакомительные приключения кампании были представлены на Gen Con в августе 2000 года, и отток игроков был с лихвой компенсирован новыми членами RPGA, что привело к значительному росту интереса к Living Greyhawk. В 2003 году кампания была переведена на правила пересмотренного Dungeon and Dragon v3.5. В 2005 году кампания впервые получила прямую связь с новыми книгами расширенных правил, опубликованными Wizards of the Coast, с запуском новой сюжетной линии в пустыне Bright Lands, который совпал с выходом Sandstorm. В 2007 году на Gen Con Indy, одновременно с объявлением о публикации четвертого издания Dungeons & Dragons в следующем году, RPGA объявила, что кампания Living Greyhawk не будет адаптирована к четвертому изданию, а будет завершена. Финальные приключения кампании Living Greyhawk были представлены на конвенции Origins в июне 2008 года, а игровой процесс завершился 31 декабря 2008 года.
Конструкция кампании
RPGA уже знала из опыта работы с Living City, что приключение в общей кампании должно проводиться одинаково каждым DM, чтобы обеспечить равные условия для всех игроков. Это создавало проблемы с некоторыми правилами, которые можно было интерпретировать по-разному в зависимости от обстоятельств. Также существовала проблема с определенными классами персонажей и предметами, которые могли нарушить баланс кампании, предоставив одному персонажу слишком большую силу. Чтобы избежать этих проблем, Living Greyhawk использовала Dungeons & Dragons Third Edition (позже v3.5), но с набором «домашних правил», изложенных в справочнике кампании Living Greyhawk. Некоторые из этих правил включали:
Limits on starting character classes and races All new characters were required to start at 1st level. Originally only races and character classes found in the Players Handbook were allowed. This was later modified to include some new character classes such as favoured soul and hexblade. Occasionally access to new races was granted under particular circumstances. For example, if a player chose to play the first adventure of the "Bright Sands" story arc, centaur could be chosen as a race. In another instance, a special card issued by RPGA allowed the player holding the card to create a kobold character. Limits on levels gained. Although D&D 3.0/3.5 was designed for characters up to 20th level, LG required characters to retire from the campaign when they reached 18th level. (This was later modified to require retirement when 16th level was reached.) No evil Characters could not have an evil alignment, nor could they worship an evil deity. If a character committed an evil act, such as attacking another player character, the DM was required to report this to the local Triad. If the Triad decided this act indicated a change of character alignment to evil, then the character would be permanently removed from the campaign. For this reason, any character infected by lycanthropy was given a chance to remove the curse, but if unsuccessful, was removed from the campaign. One play opportunity only. Players were only allowed to play each adventure once. If a person had already run the adventure as a DM before playing it, then he or she was barred from playing the adventure afterward. (This was called "eating a module".) Certain things banned from LG. To try to maintain some balance between the characters and adventure encounters, and also some fairness in the powers and abilities of the characters, some character classes, prestige classes, magic items, weapons and spells were banned from play. Additionally only new items, spells and powers found in books published by Wizards of the Coast were allowed in the campaign. The use of Time Units to regulate number of adventures played per year See Time Units below. Campaign documentation. In addition to the standard character sheet used in Dungeons & Dragons, every player was required to keep complete campaign documentation for each character. Living Greyhawk was sometimes derisively called "Living Accounting", volunteers from these real world locations then assumed responsibility for the storyline and administration of that particular region. In return, the real world location was the only place where one could play adventures belonging to that region. Any adventures set outside these thirty regions were "core" adventures that could be played by anyone anywhere. See Regions of LG below.
Ограничения на начальные классы и расы персонажей. Все новые персонажи должны были начинать с 1-го уровня. Первоначально разрешались только расы и классы персонажей, представленные в «Руководстве игрока». Позже это было изменено, чтобы включить некоторые новые классы, такие как любимец богов и клинок-заклинатель. Иногда доступ к новым расам предоставлялся при определенных условиях. Например, если игрок выбирал первое приключение сюжетной арки «Яркие пески», кентавр мог быть выбран в качестве расы. В другом случае специальная карта, выпущенная RPGA, позволяла игроку, владеющему картой, создать персонажа-коболда.
Limits on starting character classes and races All new characters were required to start at 1st level. Originally only races and character classes found in the Players Handbook were allowed. This was later modified to include some new character classes such as favoured soul and hexblade. Occasionally access to new races was granted under particular circumstances. For example, if a player chose to play the first adventure of the "Bright Sands" story arc, centaur could be chosen as a race. In another instance, a special card issued by RPGA allowed the player holding the card to create a kobold character. Limits on levels gained. Although D&D 3.0/3.5 was designed for characters up to 20th level, LG required characters to retire from the campaign when they reached 18th level. (This was later modified to require retirement when 16th level was reached.) No evil Characters could not have an evil alignment, nor could they worship an evil deity. If a character committed an evil act, such as attacking another player character, the DM was required to report this to the local Triad. If the Triad decided this act indicated a change of character alignment to evil, then the character would be permanently removed from the campaign. For this reason, any character infected by lycanthropy was given a chance to remove the curse, but if unsuccessful, was removed from the campaign. One play opportunity only. Players were only allowed to play each adventure once. If a person had already run the adventure as a DM before playing it, then he or she was barred from playing the adventure afterward. (This was called "eating a module".) Certain things banned from LG. To try to maintain some balance between the characters and adventure encounters, and also some fairness in the powers and abilities of the characters, some character classes, prestige classes, magic items, weapons and spells were banned from play. Additionally only new items, spells and powers found in books published by Wizards of the Coast were allowed in the campaign. The use of Time Units to regulate number of adventures played per year See Time Units below. Campaign documentation. In addition to the standard character sheet used in Dungeons & Dragons, every player was required to keep complete campaign documentation for each character. Living Greyhawk was sometimes derisively called "Living Accounting", volunteers from these real world locations then assumed responsibility for the storyline and administration of that particular region. In return, the real world location was the only place where one could play adventures belonging to that region. Any adventures set outside these thirty regions were "core" adventures that could be played by anyone anywhere. See Regions of LG below.
Ограничения на получаемые уровни. Хотя D&D 3.0/3.5 была рассчитана на персонажей до 20-го уровня, LG требовала, чтобы персонажи завершали участие в кампании, достигнув 18-го уровня (позже это было изменено на 16-й уровень).
Limits on starting character classes and races All new characters were required to start at 1st level. Originally only races and character classes found in the Players Handbook were allowed. This was later modified to include some new character classes such as favoured soul and hexblade. Occasionally access to new races was granted under particular circumstances. For example, if a player chose to play the first adventure of the "Bright Sands" story arc, centaur could be chosen as a race. In another instance, a special card issued by RPGA allowed the player holding the card to create a kobold character. Limits on levels gained. Although D&D 3.0/3.5 was designed for characters up to 20th level, LG required characters to retire from the campaign when they reached 18th level. (This was later modified to require retirement when 16th level was reached.) No evil Characters could not have an evil alignment, nor could they worship an evil deity. If a character committed an evil act, such as attacking another player character, the DM was required to report this to the local Triad. If the Triad decided this act indicated a change of character alignment to evil, then the character would be permanently removed from the campaign. For this reason, any character infected by lycanthropy was given a chance to remove the curse, but if unsuccessful, was removed from the campaign. One play opportunity only. Players were only allowed to play each adventure once. If a person had already run the adventure as a DM before playing it, then he or she was barred from playing the adventure afterward. (This was called "eating a module".) Certain things banned from LG. To try to maintain some balance between the characters and adventure encounters, and also some fairness in the powers and abilities of the characters, some character classes, prestige classes, magic items, weapons and spells were banned from play. Additionally only new items, spells and powers found in books published by Wizards of the Coast were allowed in the campaign. The use of Time Units to regulate number of adventures played per year See Time Units below. Campaign documentation. In addition to the standard character sheet used in Dungeons & Dragons, every player was required to keep complete campaign documentation for each character. Living Greyhawk was sometimes derisively called "Living Accounting", volunteers from these real world locations then assumed responsibility for the storyline and administration of that particular region. In return, the real world location was the only place where one could play adventures belonging to that region. Any adventures set outside these thirty regions were "core" adventures that could be played by anyone anywhere. See Regions of LG below.
Запрет на злых персонажей. Персонажи не могли иметь злую мировоззрение и поклоняться злому божеству. Если персонаж совершал злодеяние, например, нападал на другого игрока, DM должен был сообщить об этом местной Триаде. Если Триада считала, что этот поступок указывает на изменение мировоззрения персонажа на злое, то персонаж навсегда исключался из кампании. По этой причине любому персонажу, зараженному ликантропией, предоставлялась возможность снять проклятие, но в случае неудачи он исключался из кампании.
Limits on starting character classes and races All new characters were required to start at 1st level. Originally only races and character classes found in the Players Handbook were allowed. This was later modified to include some new character classes such as favoured soul and hexblade. Occasionally access to new races was granted under particular circumstances. For example, if a player chose to play the first adventure of the "Bright Sands" story arc, centaur could be chosen as a race. In another instance, a special card issued by RPGA allowed the player holding the card to create a kobold character. Limits on levels gained. Although D&D 3.0/3.5 was designed for characters up to 20th level, LG required characters to retire from the campaign when they reached 18th level. (This was later modified to require retirement when 16th level was reached.) No evil Characters could not have an evil alignment, nor could they worship an evil deity. If a character committed an evil act, such as attacking another player character, the DM was required to report this to the local Triad. If the Triad decided this act indicated a change of character alignment to evil, then the character would be permanently removed from the campaign. For this reason, any character infected by lycanthropy was given a chance to remove the curse, but if unsuccessful, was removed from the campaign. One play opportunity only. Players were only allowed to play each adventure once. If a person had already run the adventure as a DM before playing it, then he or she was barred from playing the adventure afterward. (This was called "eating a module".) Certain things banned from LG. To try to maintain some balance between the characters and adventure encounters, and also some fairness in the powers and abilities of the characters, some character classes, prestige classes, magic items, weapons and spells were banned from play. Additionally only new items, spells and powers found in books published by Wizards of the Coast were allowed in the campaign. The use of Time Units to regulate number of adventures played per year See Time Units below. Campaign documentation. In addition to the standard character sheet used in Dungeons & Dragons, every player was required to keep complete campaign documentation for each character. Living Greyhawk was sometimes derisively called "Living Accounting", volunteers from these real world locations then assumed responsibility for the storyline and administration of that particular region. In return, the real world location was the only place where one could play adventures belonging to that region. Any adventures set outside these thirty regions were "core" adventures that could be played by anyone anywhere. See Regions of LG below.
Одна возможность сыграть. Игрокам разрешалось проходить каждое приключение только один раз. Если человек уже провел приключение в качестве DM, то ему запрещалось играть в него после этого («прохождение модуля»).
Limits on starting character classes and races All new characters were required to start at 1st level. Originally only races and character classes found in the Players Handbook were allowed. This was later modified to include some new character classes such as favoured soul and hexblade. Occasionally access to new races was granted under particular circumstances. For example, if a player chose to play the first adventure of the "Bright Sands" story arc, centaur could be chosen as a race. In another instance, a special card issued by RPGA allowed the player holding the card to create a kobold character. Limits on levels gained. Although D&D 3.0/3.5 was designed for characters up to 20th level, LG required characters to retire from the campaign when they reached 18th level. (This was later modified to require retirement when 16th level was reached.) No evil Characters could not have an evil alignment, nor could they worship an evil deity. If a character committed an evil act, such as attacking another player character, the DM was required to report this to the local Triad. If the Triad decided this act indicated a change of character alignment to evil, then the character would be permanently removed from the campaign. For this reason, any character infected by lycanthropy was given a chance to remove the curse, but if unsuccessful, was removed from the campaign. One play opportunity only. Players were only allowed to play each adventure once. If a person had already run the adventure as a DM before playing it, then he or she was barred from playing the adventure afterward. (This was called "eating a module".) Certain things banned from LG. To try to maintain some balance between the characters and adventure encounters, and also some fairness in the powers and abilities of the characters, some character classes, prestige classes, magic items, weapons and spells were banned from play. Additionally only new items, spells and powers found in books published by Wizards of the Coast were allowed in the campaign. The use of Time Units to regulate number of adventures played per year See Time Units below. Campaign documentation. In addition to the standard character sheet used in Dungeons & Dragons, every player was required to keep complete campaign documentation for each character. Living Greyhawk was sometimes derisively called "Living Accounting", volunteers from these real world locations then assumed responsibility for the storyline and administration of that particular region. In return, the real world location was the only place where one could play adventures belonging to that region. Any adventures set outside these thirty regions were "core" adventures that could be played by anyone anywhere. See Regions of LG below.
Определенные вещи были запрещены в LG. Чтобы поддерживать баланс между персонажами и приключениями, а также справедливость в силах и способностях персонажей, некоторые классы персонажей, классы престижа, магические предметы, оружие и заклинания были запрещены к использованию. Кроме того, в кампании разрешалось использовать только новые предметы, заклинания и способности, найденные в книгах, изданных Wizards of the Coast.
Limits on starting character classes and races All new characters were required to start at 1st level. Originally only races and character classes found in the Players Handbook were allowed. This was later modified to include some new character classes such as favoured soul and hexblade. Occasionally access to new races was granted under particular circumstances. For example, if a player chose to play the first adventure of the "Bright Sands" story arc, centaur could be chosen as a race. In another instance, a special card issued by RPGA allowed the player holding the card to create a kobold character. Limits on levels gained. Although D&D 3.0/3.5 was designed for characters up to 20th level, LG required characters to retire from the campaign when they reached 18th level. (This was later modified to require retirement when 16th level was reached.) No evil Characters could not have an evil alignment, nor could they worship an evil deity. If a character committed an evil act, such as attacking another player character, the DM was required to report this to the local Triad. If the Triad decided this act indicated a change of character alignment to evil, then the character would be permanently removed from the campaign. For this reason, any character infected by lycanthropy was given a chance to remove the curse, but if unsuccessful, was removed from the campaign. One play opportunity only. Players were only allowed to play each adventure once. If a person had already run the adventure as a DM before playing it, then he or she was barred from playing the adventure afterward. (This was called "eating a module".) Certain things banned from LG. To try to maintain some balance between the characters and adventure encounters, and also some fairness in the powers and abilities of the characters, some character classes, prestige classes, magic items, weapons and spells were banned from play. Additionally only new items, spells and powers found in books published by Wizards of the Coast were allowed in the campaign. The use of Time Units to regulate number of adventures played per year See Time Units below. Campaign documentation. In addition to the standard character sheet used in Dungeons & Dragons, every player was required to keep complete campaign documentation for each character. Living Greyhawk was sometimes derisively called "Living Accounting", volunteers from these real world locations then assumed responsibility for the storyline and administration of that particular region. In return, the real world location was the only place where one could play adventures belonging to that region. Any adventures set outside these thirty regions were "core" adventures that could be played by anyone anywhere. See Regions of LG below.
Использование единиц времени для регулирования количества приключений, сыгранных в год (см. раздел «Единицы времени» ниже).
Limits on starting character classes and races All new characters were required to start at 1st level. Originally only races and character classes found in the Players Handbook were allowed. This was later modified to include some new character classes such as favoured soul and hexblade. Occasionally access to new races was granted under particular circumstances. For example, if a player chose to play the first adventure of the "Bright Sands" story arc, centaur could be chosen as a race. In another instance, a special card issued by RPGA allowed the player holding the card to create a kobold character. Limits on levels gained. Although D&D 3.0/3.5 was designed for characters up to 20th level, LG required characters to retire from the campaign when they reached 18th level. (This was later modified to require retirement when 16th level was reached.) No evil Characters could not have an evil alignment, nor could they worship an evil deity. If a character committed an evil act, such as attacking another player character, the DM was required to report this to the local Triad. If the Triad decided this act indicated a change of character alignment to evil, then the character would be permanently removed from the campaign. For this reason, any character infected by lycanthropy was given a chance to remove the curse, but if unsuccessful, was removed from the campaign. One play opportunity only. Players were only allowed to play each adventure once. If a person had already run the adventure as a DM before playing it, then he or she was barred from playing the adventure afterward. (This was called "eating a module".) Certain things banned from LG. To try to maintain some balance between the characters and adventure encounters, and also some fairness in the powers and abilities of the characters, some character classes, prestige classes, magic items, weapons and spells were banned from play. Additionally only new items, spells and powers found in books published by Wizards of the Coast were allowed in the campaign. The use of Time Units to regulate number of adventures played per year See Time Units below. Campaign documentation. In addition to the standard character sheet used in Dungeons & Dragons, every player was required to keep complete campaign documentation for each character. Living Greyhawk was sometimes derisively called "Living Accounting", volunteers from these real world locations then assumed responsibility for the storyline and administration of that particular region. In return, the real world location was the only place where one could play adventures belonging to that region. Any adventures set outside these thirty regions were "core" adventures that could be played by anyone anywhere. See Regions of LG below.
Документация кампании. В дополнение к стандартному листу персонажа, используемому в Dungeons & Dragons, каждый игрок должен был вести полную документацию кампании для каждого персонажа. Living Greyhawk иногда презрительно называли «Живой бухгалтерией». Добровольцы из этих реальных мест брали на себя ответственность за сюжетную линию и администрирование конкретного региона. В свою очередь, реальное местоположение было единственным местом, где можно было играть в приключения, относящиеся к этому региону. Любые приключения, происходящие за пределами этих тридцати регионов, были «основными» приключениями, в которые мог играть любой в любом месте (см. раздел «Регионы LG» ниже).
Limits on starting character classes and races All new characters were required to start at 1st level. Originally only races and character classes found in the Players Handbook were allowed. This was later modified to include some new character classes such as favoured soul and hexblade. Occasionally access to new races was granted under particular circumstances. For example, if a player chose to play the first adventure of the "Bright Sands" story arc, centaur could be chosen as a race. In another instance, a special card issued by RPGA allowed the player holding the card to create a kobold character. Limits on levels gained. Although D&D 3.0/3.5 was designed for characters up to 20th level, LG required characters to retire from the campaign when they reached 18th level. (This was later modified to require retirement when 16th level was reached.) No evil Characters could not have an evil alignment, nor could they worship an evil deity. If a character committed an evil act, such as attacking another player character, the DM was required to report this to the local Triad. If the Triad decided this act indicated a change of character alignment to evil, then the character would be permanently removed from the campaign. For this reason, any character infected by lycanthropy was given a chance to remove the curse, but if unsuccessful, was removed from the campaign. One play opportunity only. Players were only allowed to play each adventure once. If a person had already run the adventure as a DM before playing it, then he or she was barred from playing the adventure afterward. (This was called "eating a module".) Certain things banned from LG. To try to maintain some balance between the characters and adventure encounters, and also some fairness in the powers and abilities of the characters, some character classes, prestige classes, magic items, weapons and spells were banned from play. Additionally only new items, spells and powers found in books published by Wizards of the Coast were allowed in the campaign. The use of Time Units to regulate number of adventures played per year See Time Units below. Campaign documentation. In addition to the standard character sheet used in Dungeons & Dragons, every player was required to keep complete campaign documentation for each character. Living Greyhawk was sometimes derisively called "Living Accounting", volunteers from these real world locations then assumed responsibility for the storyline and administration of that particular region. In return, the real world location was the only place where one could play adventures belonging to that region. Any adventures set outside these thirty regions were "core" adventures that could be played by anyone anywhere. See Regions of LG below.
Метарегионы
Чтобы представить сюжетные дуги с более масштабными темами, чем локальные проблемы, возникающие в региональных приключениях, Круг объединил тридцать регионов в пять крупных метарегионов. Это позволило создать уровень повествования, находящийся между сугубо местными интересами региональных приключений и общеконтинентальными сюжетными арками "основных" приключений.
Администрация
Кампания находилась под контролем Круга, группы из шести сотрудников RPGA. Пять членов осуществляли индивидуальный надзор за одним из пяти метарегионов, а шестой член Круга отвечал за приключения Ядра. В обязанности Круга входило утверждение всех приключений, награждавших сокровищами, координация общей кампании и метарегиональных сюжетных линий, утверждение идей для сюжетов приключений Ядра и метарегионов, а также их редактирование, создание документации и правил кампании, вынесение решений по сообщениям о мошенничестве и неспортивном поведении, назначение и поддержка Триады для каждого региона. В связи с большой загруженностью некоторые метарегионы также привлекали волонтера – метарегионального координатора – для помощи в разработке метарегиональных сюжетных линий и приключений. Каждый регион находился под контролем своей Триады (три волонтера, проживавших в регионе), которые отчитывались перед соответствующим членом Круга. Триада отвечала за поиск сценаристов для региональных приключений (или написание этих приключений самостоятельно), утверждение идей для сюжетов, редактирование приключений и отправку готовых приключений в Круг для утверждения, написание специальных заданий для отдельных игроков, ответы на вопросы игроков, разрешение споров, возникающих в ходе игры, проверку документов игроков и поддержку регионального веб-сайта.
Региональные
Они были созданы региональной Триадой и одобрены соответствующим членом Круга. Эти приключения можно было проходить только в пределах соответствующего региона реального мира, однако игроки из других регионов могли участвовать в них, посещая регион, за двойную стоимость единиц времени. Региональные вводные приключения были схожи с региональными, но предназначались исключительно для персонажей 1-го уровня (и в некоторых случаях – только для совершенно новых персонажей). За эти приключения нельзя было получить сокровища, и одобрение Круга не требовалось. Специальные миссии – это одноразовые приключения, написанные Триадой (или назначенным ею автором) для конкретного персонажа с целью разрешения сюжетной линии, которую нельзя было завершить обычным приключением, например, заключить брак или выполнить требования для получения престижного класса. За них также нельзя было получить сокровища, и одобрение Круга не требовалось. Региональные интерактивные приключения – это одноразовые приключения, написанные для проведения на одном конвенте. Они часто использовались для раскрытия важных событий в региональном сюжете (например, убийство важного NPC, результаты выборов и т.п.) или для развития регионального колорита, например, культурного фестиваля с уникальными для региона особенностями. Игроки часто наряжались в костюмы или разыгрывали роль своих персонажей в манере, схожей с LARP.
Метарегиональный
Эти приключения должны были происходить в границах соответствующего реального метарегиона и касались событий, разворачивающихся в той части Мира Грейхока, которая соответствует данному метарегиону. Над созданием метарегиональных приключений осуществлял надзор член Круга или метарегиональный координатор.
Адаптированный
Некоторые коммерчески выпускаемые приключения, изданные Wizards of the Coast (например, Red Hand of Doom), были отобраны Кругом и адаптированы для использования в Living Greyhawk. Эти приключения засчитывались как основные, несмотря на то, что не были опубликованы Кругом.
Приспосабливаемый
Эти приключения выпускались только в первые два года кампании, были опубликованы Кругом и отправлены каждой региональной Триаде, которая могла изменять детали приключения, чтобы они соответствовали сюжетной линии и особенностям своего региона.
Единица времени
В начале каждого календарного года каждый персонаж в кампании начинал с 52 единиц времени (ЕТ). Большинство региональных приключений стоили 1 ЕТ для участия (вдвое дороже, если персонаж прибыл из другого региона), а большинство основных приключений – 2 ЕТ. ЕТ также можно было тратить не на приключения, а на такие цели, как создание магического предмета или членство в организации или гильдии. Как только персонаж тратил 52 ЕТ, играть этим персонажем было невозможно до начала следующего календарного года. Это компенсировалось тем, что каждый игрок мог одновременно играть любым количеством персонажей. Когда у одного персонажа заканчивались ЕТ, игрок мог просто переключиться на другого персонажа до начала нового года, когда ЕТ возвращались к 52. Хотя 1 ЕТ формально соответствовала одной неделе игрового времени, на самом деле это было произвольное число, предназначенное для ограничения количества приключений, в которых мог участвовать один персонаж в течение календарного года, и, следовательно, для ограничения количества богатства и власти, которые мог накопить один персонаж за год. После объявления о завершении кампании в августе 2007 года правила, касающиеся ЕТ, были смягчены. С 1 ноября 2007 года до конца кампании приключения больше не требовали затрат ЕТ (хотя "внутриигровые" действия, такие как создание магических предметов, по-прежнему стоили ЕТ). Это позволило каждому персонажу играть неограниченное количество раз, чтобы достичь 16-го уровня и "завершить карьеру" к концу кампании.