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crystal spheres ?
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<blockquote data-quote="Maldin" data-source="post: 3648208" data-attributes="member: 27170"><p>What Shemeska said. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Myself, I'm a scientific-minded DM (actually, I'm a scientist) that has no problem with SJ's crystal spheres. I do have problems with superglue, though. Seems every time I go looking for a tube in a drawer, it has all hardened into one solid glob and I have to go buy another.</p><p></p><p>Anyways, the SJ campaign describes a single material plane, composed not of a an endless flat surface, or giant planetoid-orbs floating in air/vacuum/fire/whatever, or endless caverns in an otherwise solid volume (all examples of different planes described in various products), but composed of an endless volume of phlogiston with large, hollow crystal spheres which contain solar systems. According to the original description of the multiverse (1E and essentially maintained in 2E), there is only one Abyss (for example) and is the same place if you leave from Greyhawk or the Realms. </p><p></p><p>It essentially takes inter-planar magic to travel from sphere to sphere (even though its the same Prime, and some spheres are even further protected). Since John Doe merchant usually doesn't have access to that type of magic (high level PCs and NPCs should be very rare!), and you can't use plane-crossing Teleport without Error (which has error sphere-to-sphere!) to carry a shipload of goods, spelljamming developed to cross the spheres. I think Planescape (which did come later) with its description of the multiverse has no problem co-existing with the Spelljammer setting... if the DM wants it too. Your mileage may vary, of course.</p><p></p><p>Portals? Well, even in the most portal-crazy Planescape campaign, a PC/NPC may find a portal to a plane that they want to travel to, if they search long and hard enough, and bribe enough berks (sorry), but the likelyhood of find a portal going to the exact place you want to go to? Slim. </p><p></p><p>One of my problems with 3E is the one a previous poster already stated... rather then a unified multiverse, individual authors have (selfishly, I contend) thrown care for continuity to the winds and dreamed up entirely independent, mutually exclusive and incompatible multiverses for each of the separate campaign "worlds". Thats not what I want for my <a href="http://melkot.com/mysteries/multiverse.html" target="_blank">multiverse</a>. Not to say any particular view is good or bad. If you want a unified multiverse, use the 1E/2E Great Wheel, within which both Planescape and Spelljammer can coexist just fine. If you prefer one of the specialized multiverses of the 3E settings, go with that, but it may be more difficult to incorporate PS and SJ materials.</p><p></p><p>Go with the campaign you want. Depending on your version of choice, the rules can either accomodate what you want, or can be modified to do so. <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>Denis, aka "Maldin"</p><p>Maldin's Greyhawk <a href="http://melkot.com" target="_blank">http://melkot.com</a></p><p>Edition-independent Greyhawk goodness... magic, mysteries, maps, mechanics, and more.</p></blockquote><p></p>
[QUOTE="Maldin, post: 3648208, member: 27170"] What Shemeska said. :D Myself, I'm a scientific-minded DM (actually, I'm a scientist) that has no problem with SJ's crystal spheres. I do have problems with superglue, though. Seems every time I go looking for a tube in a drawer, it has all hardened into one solid glob and I have to go buy another. Anyways, the SJ campaign describes a single material plane, composed not of a an endless flat surface, or giant planetoid-orbs floating in air/vacuum/fire/whatever, or endless caverns in an otherwise solid volume (all examples of different planes described in various products), but composed of an endless volume of phlogiston with large, hollow crystal spheres which contain solar systems. According to the original description of the multiverse (1E and essentially maintained in 2E), there is only one Abyss (for example) and is the same place if you leave from Greyhawk or the Realms. It essentially takes inter-planar magic to travel from sphere to sphere (even though its the same Prime, and some spheres are even further protected). Since John Doe merchant usually doesn't have access to that type of magic (high level PCs and NPCs should be very rare!), and you can't use plane-crossing Teleport without Error (which has error sphere-to-sphere!) to carry a shipload of goods, spelljamming developed to cross the spheres. I think Planescape (which did come later) with its description of the multiverse has no problem co-existing with the Spelljammer setting... if the DM wants it too. Your mileage may vary, of course. Portals? Well, even in the most portal-crazy Planescape campaign, a PC/NPC may find a portal to a plane that they want to travel to, if they search long and hard enough, and bribe enough berks (sorry), but the likelyhood of find a portal going to the exact place you want to go to? Slim. One of my problems with 3E is the one a previous poster already stated... rather then a unified multiverse, individual authors have (selfishly, I contend) thrown care for continuity to the winds and dreamed up entirely independent, mutually exclusive and incompatible multiverses for each of the separate campaign "worlds". Thats not what I want for my [URL=http://melkot.com/mysteries/multiverse.html]multiverse[/URL]. Not to say any particular view is good or bad. If you want a unified multiverse, use the 1E/2E Great Wheel, within which both Planescape and Spelljammer can coexist just fine. If you prefer one of the specialized multiverses of the 3E settings, go with that, but it may be more difficult to incorporate PS and SJ materials. Go with the campaign you want. Depending on your version of choice, the rules can either accomodate what you want, or can be modified to do so. ;) Denis, aka "Maldin" Maldin's Greyhawk [url]http://melkot.com[/url] Edition-independent Greyhawk goodness... magic, mysteries, maps, mechanics, and more. [/QUOTE]
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