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General Tabletop Discussion
*Dungeons & Dragons
5e Planescape- What would you like to see in the upcoming setting?
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<blockquote data-quote="Malmuria" data-source="post: 8982443" data-attributes="member: 7030755"><p>Honestly, I think trying to make a gazetteer of the outer planes is a fools erand. Even the "Planes of" boxed sets, while evocative in places, don't succeed on this account. The planes are <em>infinite</em>, and each contains several infinite (or at least gigantically large) layers. And yet, those layers are often very one note: here's an infinite swamp, here's an infinite cave, here's an infinite forest, here's...several more infinite forests! Moreover, the alignment system also makes them somewhat homogenous from a gameplay perspective. How does one create conflict and tension on a lawful good plane? How does one make a chaotic evil plane anything other than unremittingly hostile? Why are our low level PCs the one to deal with <em>any</em> heroic-scale problem.</p><p></p><p>I'm not saying there aren't good answers to the above questions, and the boxed sets and adventures here and there provided interactive environments with actionable hooks. Personally, I think the most effective adventures are ones where the stakes were all sigil based but might have involved some plane hopping. That way what the characters care about is fairly local, when you introduce a plane, you aren't trying to map out the entire plane, but rather one specific environment. It's far easier, imo, to take the theme of environmental Air and create a Djinn's lair than try to write a gazetteer-style guide to...Air...</p><p></p><p>my 2 <img class="smilie smilie--emoji" alt="🪙" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1fa99.png" title="Coin :coin:" data-shortname=":coin:" loading="lazy" width="64" height="64" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>ps. demi-plane's are also really useful for quick plane hopping</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8982443, member: 7030755"] Honestly, I think trying to make a gazetteer of the outer planes is a fools erand. Even the "Planes of" boxed sets, while evocative in places, don't succeed on this account. The planes are [I]infinite[/I], and each contains several infinite (or at least gigantically large) layers. And yet, those layers are often very one note: here's an infinite swamp, here's an infinite cave, here's an infinite forest, here's...several more infinite forests! Moreover, the alignment system also makes them somewhat homogenous from a gameplay perspective. How does one create conflict and tension on a lawful good plane? How does one make a chaotic evil plane anything other than unremittingly hostile? Why are our low level PCs the one to deal with [I]any[/I] heroic-scale problem. I'm not saying there aren't good answers to the above questions, and the boxed sets and adventures here and there provided interactive environments with actionable hooks. Personally, I think the most effective adventures are ones where the stakes were all sigil based but might have involved some plane hopping. That way what the characters care about is fairly local, when you introduce a plane, you aren't trying to map out the entire plane, but rather one specific environment. It's far easier, imo, to take the theme of environmental Air and create a Djinn's lair than try to write a gazetteer-style guide to...Air... my 2 🪙 ;) ps. demi-plane's are also really useful for quick plane hopping [/QUOTE]
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5e Planescape- What would you like to see in the upcoming setting?
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