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How much info would you want in a planehopping Adventure Path?
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<blockquote data-quote="Cristian Andreu" data-source="post: 6787917" data-attributes="member: 23822"><p>One of the best things Planescape did for describing the planes was to avoid delving too much in the details, and instead focusing on explaining the style, flavour, and tone of each. Since planes are potentially bigger than all D&D settings combined, this made it much easier for DMs to just get a grasp of the place and then make their own stuff up.</p><p></p><p>So for an Adventure Path, I would go the same route, only giving detail when you absolutely need to, such as key locations the plot should visit, and instead making sure the guy running the story knows well how the place should <em>feel</em>. Along with that, if you include some paragraphs of rumours/legends regarding the plane or section of the plane, you should give the DM enough material to both quickly make stuff up and remain consistent in his depiction of each dimension.</p></blockquote><p></p>
[QUOTE="Cristian Andreu, post: 6787917, member: 23822"] One of the best things Planescape did for describing the planes was to avoid delving too much in the details, and instead focusing on explaining the style, flavour, and tone of each. Since planes are potentially bigger than all D&D settings combined, this made it much easier for DMs to just get a grasp of the place and then make their own stuff up. So for an Adventure Path, I would go the same route, only giving detail when you absolutely need to, such as key locations the plot should visit, and instead making sure the guy running the story knows well how the place should [i]feel[/i]. Along with that, if you include some paragraphs of rumours/legends regarding the plane or section of the plane, you should give the DM enough material to both quickly make stuff up and remain consistent in his depiction of each dimension. [/QUOTE]
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How much info would you want in a planehopping Adventure Path?
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