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my planescape game
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<blockquote data-quote="Quickleaf" data-source="post: 5798142" data-attributes="member: 20323"><p>Since we're in between game sessions, I had time to go back and organize my notes. It's likely next session will see the PCs encountering the Wild Hunt in the Feywild or Beastlands (<a href="http://www.enworld.org/forum/d-d-4th-edition-discussion/315768-feedback-wild-hunt-monster.html" target="_blank">http://www.enworld.org/forum/d-d-4th-edition-discussion/315768-feedback-wild-hunt-monster.html</a>). For now it sounds like they've got a truce with the Hollow Woman.</p><p></p><p>One of the things I'm trying to do with the Planescape sandbox is to let the game be the character creator & world builder. That means I'm slowly introducing factions, planes, planewalking concepts, NPCs, alignment moral dilemmas, etc.</p><p></p><p>An idea crossed my mind of a way to translate Belief Points (from the 2e Planewalker's Handbook) using Action Points. A big meme in Planescape is that "belief shapes the multiverse." So what if re-skinned action points could be used to have an effect on the setting: (de)stabilizing portals, creating pockets of safety in otherwise hostile planes, planeshifting gate-towns, triggering worldfalls, creating new sites on our big map, and so on? Cool, huh? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>At first I was considering each change having an associated belief point cost, but that seemed more complicated than necessary. I'd like to brainstorm an easy system for belief points that I could introduce in the next session or two...</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5798142, member: 20323"] Since we're in between game sessions, I had time to go back and organize my notes. It's likely next session will see the PCs encountering the Wild Hunt in the Feywild or Beastlands ([URL]http://www.enworld.org/forum/d-d-4th-edition-discussion/315768-feedback-wild-hunt-monster.html[/URL]). For now it sounds like they've got a truce with the Hollow Woman. One of the things I'm trying to do with the Planescape sandbox is to let the game be the character creator & world builder. That means I'm slowly introducing factions, planes, planewalking concepts, NPCs, alignment moral dilemmas, etc. An idea crossed my mind of a way to translate Belief Points (from the 2e Planewalker's Handbook) using Action Points. A big meme in Planescape is that "belief shapes the multiverse." So what if re-skinned action points could be used to have an effect on the setting: (de)stabilizing portals, creating pockets of safety in otherwise hostile planes, planeshifting gate-towns, triggering worldfalls, creating new sites on our big map, and so on? Cool, huh? :) At first I was considering each change having an associated belief point cost, but that seemed more complicated than necessary. I'd like to brainstorm an easy system for belief points that I could introduce in the next session or two... [/QUOTE]
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