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Forked Thread: The Great Wheel
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<blockquote data-quote="Henry" data-source="post: 4558160" data-attributes="member: 158"><p>Oh, come now! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> There's less flavor text, it's true, but it still has a pretty significant amount. I was reading the Archons, a new class of critter for 4E, and it was pretty detailed info, enough to figure out what their reason for being was, and where you should drop them in a game.</p><p></p><p>Honestly, the trend since 1990 or so to keep making the outer planes less and less dangerous is something I've disliked. Sigil is an interesting idea, but frankly I dislike ANY attempt to create a safe haven in the planes for mortals - back in 1E, the tendency was to make the planes HOSTILE, HOSTILE, HOSTILE - like a war zone, you needed (magical) support to survive there long, you needed a clear entrance and exit strategy, and you needed a goal to follow to avoid dying due to a mob of demons, devils, valkyries, etc.</p><p></p><p>With 2E came the impetus to offer low-level adventures, courier missions, diplomatic missions, things to get low-level PCs who COULDN'T do anything but talk their way out, or follow a DM's prescribed path for how the adventure should go. Unkillable gods and god-minions? Got to follow the path or you get slapped. Follow this golden trail amidst the danger, and you're OK, instead of having the power to choose what path you want to pursue and let the consequences fall. That's one thing that buggged me about the Lady of Pain -- her sold purpose was to be an ultimate unbeatable jack-slapping tool for PCs to keep them in line and justify why a city would exist in the middle of everywhere and nowhere at the same time. </p><p></p><p>That's the part that always bugged me about Planescape; you can convert people to your way of thinking -- but you can't do it by the sword as an option, because you get cut to ribbon or get mazed, with no save.</p></blockquote><p></p>
[QUOTE="Henry, post: 4558160, member: 158"] Oh, come now! :D There's less flavor text, it's true, but it still has a pretty significant amount. I was reading the Archons, a new class of critter for 4E, and it was pretty detailed info, enough to figure out what their reason for being was, and where you should drop them in a game. Honestly, the trend since 1990 or so to keep making the outer planes less and less dangerous is something I've disliked. Sigil is an interesting idea, but frankly I dislike ANY attempt to create a safe haven in the planes for mortals - back in 1E, the tendency was to make the planes HOSTILE, HOSTILE, HOSTILE - like a war zone, you needed (magical) support to survive there long, you needed a clear entrance and exit strategy, and you needed a goal to follow to avoid dying due to a mob of demons, devils, valkyries, etc. With 2E came the impetus to offer low-level adventures, courier missions, diplomatic missions, things to get low-level PCs who COULDN'T do anything but talk their way out, or follow a DM's prescribed path for how the adventure should go. Unkillable gods and god-minions? Got to follow the path or you get slapped. Follow this golden trail amidst the danger, and you're OK, instead of having the power to choose what path you want to pursue and let the consequences fall. That's one thing that buggged me about the Lady of Pain -- her sold purpose was to be an ultimate unbeatable jack-slapping tool for PCs to keep them in line and justify why a city would exist in the middle of everywhere and nowhere at the same time. That's the part that always bugged me about Planescape; you can convert people to your way of thinking -- but you can't do it by the sword as an option, because you get cut to ribbon or get mazed, with no save. [/QUOTE]
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