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<blockquote data-quote="Tovec" data-source="post: 5986559" data-attributes="member: 95493"><p>I understand and agree with what you are saying. My problem is I have a 11306 year old elf in my game but I'm having a hard time explaining where he came from.</p><p></p><p>Either my game world is young and just the most recent of worlds, and probably one of MANY out there in the galaxy/universe/material plane or its ancient and I mean hugely ancient with gods once walking the world and coming from there. I don't find either very appealing.</p><p></p><p>For the first it makes the world seem very small, very insignificant. I have a hard time coming up with a reason for an 11000 year old to exist on the world in any form or to care about its goings on.</p><p></p><p>For the second it makes the world seem too important in the grand scheme. Especially when I have other worlds in my game and indeed other planets.</p><p></p><p>The only compromise I can set is that the campaign world I use is the only uniquely medieval one, but that still just strikes me as inexact.</p><p></p><p>It would be like watching Doctor Who and ONLY being allowed to travel in space OR time throughout the course of the show. It doesn't invalidate a good portion of the show but it also isn't conducive to having several galaxies worth of other races, creatures and worlds.</p><p>The star trek analogy is being confined to TOS level technology only throughout history, or being stuck in the Sol system only.</p><p></p><p>I mean how can elves be both mortal, and (relatively) fleeting on a cosmic sense, but then exist on every planet in the material world? I would like more guidelines on this.</p><p></p><p>For this reason I agree that a lot of campaign settings benefit from having the planes baked in. So they can all be unique and special in their own universe. On the other hand, if I did that and only had one heaven and one hell then I get rid of so much rich history and knowledge that I just don't want to lose and in fact have spent years developing for my games which is unique from the published material.</p><p></p><p>Oh, and if you're wondering why I quoted you - that history that I'm talking about.. I was mostly thinking about it in terms of a combined context like presented HERE:</p><p></p><p><a href="http://community.wizards.com/go/thread/view/75882/19558750/The_History_of_the_Lower_Planes,_revised?pg=1" target="_blank">Whoops! Browser Settings Incompatible</a></p></blockquote><p></p>
[QUOTE="Tovec, post: 5986559, member: 95493"] I understand and agree with what you are saying. My problem is I have a 11306 year old elf in my game but I'm having a hard time explaining where he came from. Either my game world is young and just the most recent of worlds, and probably one of MANY out there in the galaxy/universe/material plane or its ancient and I mean hugely ancient with gods once walking the world and coming from there. I don't find either very appealing. For the first it makes the world seem very small, very insignificant. I have a hard time coming up with a reason for an 11000 year old to exist on the world in any form or to care about its goings on. For the second it makes the world seem too important in the grand scheme. Especially when I have other worlds in my game and indeed other planets. The only compromise I can set is that the campaign world I use is the only uniquely medieval one, but that still just strikes me as inexact. It would be like watching Doctor Who and ONLY being allowed to travel in space OR time throughout the course of the show. It doesn't invalidate a good portion of the show but it also isn't conducive to having several galaxies worth of other races, creatures and worlds. The star trek analogy is being confined to TOS level technology only throughout history, or being stuck in the Sol system only. I mean how can elves be both mortal, and (relatively) fleeting on a cosmic sense, but then exist on every planet in the material world? I would like more guidelines on this. For this reason I agree that a lot of campaign settings benefit from having the planes baked in. So they can all be unique and special in their own universe. On the other hand, if I did that and only had one heaven and one hell then I get rid of so much rich history and knowledge that I just don't want to lose and in fact have spent years developing for my games which is unique from the published material. Oh, and if you're wondering why I quoted you - that history that I'm talking about.. I was mostly thinking about it in terms of a combined context like presented HERE: [url=http://community.wizards.com/go/thread/view/75882/19558750/The_History_of_the_Lower_Planes,_revised?pg=1]Whoops! Browser Settings Incompatible[/url] [/QUOTE]
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