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Connecting the Planes: What New Interstitial Setting Do You Want?
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<blockquote data-quote="Weird Dave" data-source="post: 8240509" data-attributes="member: 6749823"><p>Having written extensively about the planes in the Great Wheel cosmology, I actually just wrapped up a year campaign that was my attempt at a Planejammer mashup, where the characters awoke in a Styxian ferryboat minus their memories. The ferryboat was a variant on the skyships used by the Noatun raiders of Ysgard and came with its own set of complications, and the characters initially started as passengers before claiming the plane-hopping ship as their own on a whirlwind trip across the planes to recover their memories. Lots of fun!</p><p></p><p>The planes are such a wild place to just let imagination run rampant, where each realm has its own rules and laws. As I worked on the Codex of the Infinite Planes I had to rely heavily on the Manual of the Planes for the basis - Planescape being forbidden from reference on the DMsGuild. But what is Planescape? Personally I defined it with the following three principals: Sigil, City of Doors; the many factions; and the idea that belief can change reality. The third principal is a bit fuzzy but they pushed on it pretty heavily in the Planescape sourcebooks.</p><p></p><p>For my money, the attitude of Planescape always put me off. I never got a Planescape campaign off the ground, and part of that reason is the attitude of the Planescape supplements. They were all written from a narrative standpoint, so while fun to read were difficult for me to digest and actually run as a DM. So I stayed away from it, but I devoured the Manual of the Planes material from 1E and 3E. And that in turn eventually got me inspired enough to develop the Codex of the Infinite Planes, with a focus on usability in a campaign, whether it was just a short jump or an extended stay. I hope whatever planar material WotC puts out can stand adjacent to the work I've already put into it!</p></blockquote><p></p>
[QUOTE="Weird Dave, post: 8240509, member: 6749823"] Having written extensively about the planes in the Great Wheel cosmology, I actually just wrapped up a year campaign that was my attempt at a Planejammer mashup, where the characters awoke in a Styxian ferryboat minus their memories. The ferryboat was a variant on the skyships used by the Noatun raiders of Ysgard and came with its own set of complications, and the characters initially started as passengers before claiming the plane-hopping ship as their own on a whirlwind trip across the planes to recover their memories. Lots of fun! The planes are such a wild place to just let imagination run rampant, where each realm has its own rules and laws. As I worked on the Codex of the Infinite Planes I had to rely heavily on the Manual of the Planes for the basis - Planescape being forbidden from reference on the DMsGuild. But what is Planescape? Personally I defined it with the following three principals: Sigil, City of Doors; the many factions; and the idea that belief can change reality. The third principal is a bit fuzzy but they pushed on it pretty heavily in the Planescape sourcebooks. For my money, the attitude of Planescape always put me off. I never got a Planescape campaign off the ground, and part of that reason is the attitude of the Planescape supplements. They were all written from a narrative standpoint, so while fun to read were difficult for me to digest and actually run as a DM. So I stayed away from it, but I devoured the Manual of the Planes material from 1E and 3E. And that in turn eventually got me inspired enough to develop the Codex of the Infinite Planes, with a focus on usability in a campaign, whether it was just a short jump or an extended stay. I hope whatever planar material WotC puts out can stand adjacent to the work I've already put into it! [/QUOTE]
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