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Connecting the Planes: What New Interstitial Setting Do You Want?
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<blockquote data-quote="Fenris-77" data-source="post: 8240855" data-attributes="member: 6993955"><p>I guess it depends on what you want. If you want a complete planar mythology then stuff like Manual of the Planes is great. I have no use for that kind of content. I want to know how and why my players could get there, survive there, and whom they might interact with. Other than that I need a brief outline and a bunch of hooks and rumours. That's why Sigil is a such a cool center point - it's got access to everywhere anyway, and it's packed to the gills with factions, faces, intrigue and adventure hooks. If you reimagine it slightly as a Spelljamming port, in addition to the doors, and add that kind of regular traffic in and out of the city, I think it sounds awesome as a central nexus for adventure.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8240855, member: 6993955"] I guess it depends on what you want. If you want a complete planar mythology then stuff like Manual of the Planes is great. I have no use for that kind of content. I want to know how and why my players could get there, survive there, and whom they might interact with. Other than that I need a brief outline and a bunch of hooks and rumours. That's why Sigil is a such a cool center point - it's got access to everywhere anyway, and it's packed to the gills with factions, faces, intrigue and adventure hooks. If you reimagine it slightly as a Spelljamming port, in addition to the doors, and add that kind of regular traffic in and out of the city, I think it sounds awesome as a central nexus for adventure. [/QUOTE]
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Connecting the Planes: What New Interstitial Setting Do You Want?
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