General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
__________________ Veronica: Where's your brother?
Dick: I think he took Ghost World up to his room. They're probably up there making love. Or playing Dungeons and Dragons. Or both, at the same time. They're both, like, 12th-level dorks. I'm just sayin'
Yeah, the map is nice. Reading over the introduction, it looks fairly close to the 3.5e version save the 4e cosmology.
__________________ Veronica: Where's your brother?
Dick: I think he took Ghost World up to his room. They're probably up there making love. Or playing Dungeons and Dragons. Or both, at the same time. They're both, like, 12th-level dorks. I'm just sayin'
I kind of like the cosmology actually -- the idea that you can literally walk (or fly) to alternate planes if you go far enough is kind of cool.
"Second star to the right, and straight on 'til morning!"
You could do that before, especially in manifest zones or when the plane was coterminous (happens all the time in Reaches).
I'm not pleased on them hammering the world-axis to fit, but I can deal. Shavarath is going to change a lot, and they already mutated Dollurh (its not the Shadowfell and thus the same as the old Shadow Plane). Not sure how their going to deal with Mabar, other than shove it in with Dollurh as well.
That being said, the planar munging is only a small complaint, considering how much planar travel there tends to be in Eberron games. Things come from the planes, but I don't recall every seeing any game where the PCs go there.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
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You could do that before, especially in manifest zones or when the plane was coterminous (happens all the time in Reaches).
Yeah, but there's a substantial difference between the idea that you can find a gate to another plane, and the idea that all other planes are on some level knitted to the Prime Material.
__________________ Code of the Rogue Gamemistress
1. Fun is the highest principle.
2. Choice is a form of fun.
3. Let the dice fall where they may.