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General Tabletop Discussion
*Dungeons & Dragons
Ethereal Plane in 5e?
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<blockquote data-quote="Tony Vargas" data-source="post: 7184023" data-attributes="member: 996"><p>It doesn't. It's like a Twighlight Zone scene shot on an empty, dark sound-stage, or with fog machines going full blast. The point is the lack of features.</p><p></p><p>The Feywild & Shadowfell, even if they were blatantly derivative of the WoD's 'Umbra,' were a step up from D&D tradition for that reason. Actually - you could look at any oWoD material you have kicking around on the Mage version of the Umbra, that could give you some ideas... </p><p></p><p>...OK, one thing you could do is bring whole features into the Ethereal. So you could have a town, or castle, or mountain or something, misty, and surrounded by impenetrable mists - wandering off into them either brings you back at another point or you never return (for purposes of the <s>episode</s> scenario). </p><p></p><p>...Or, you could emphasize the connection to material planes. Describe the Ethereal as vaguely-seen shapes and images, consistent at first (because you're looking at a particular prime), then when your perspective shifts, everything changes. As you become more attuned to the Ethereal, the images become increasingly jumbled together from many planes. It could be a danger of being Ethereal too long - at first, it's a convenient way to walk through walls and avoid detection, but if you stay too long, it's harder to keep your point of reference to the prime material, if you lose that connection, you might never return to the right prime - if you stay Ethereal for too long, you could lose all perception/connection to the prime material, and just be floating in that formless mist for eternity...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7184023, member: 996"] It doesn't. It's like a Twighlight Zone scene shot on an empty, dark sound-stage, or with fog machines going full blast. The point is the lack of features. The Feywild & Shadowfell, even if they were blatantly derivative of the WoD's 'Umbra,' were a step up from D&D tradition for that reason. Actually - you could look at any oWoD material you have kicking around on the Mage version of the Umbra, that could give you some ideas... ...OK, one thing you could do is bring whole features into the Ethereal. So you could have a town, or castle, or mountain or something, misty, and surrounded by impenetrable mists - wandering off into them either brings you back at another point or you never return (for purposes of the [s]episode[/s] scenario). ...Or, you could emphasize the connection to material planes. Describe the Ethereal as vaguely-seen shapes and images, consistent at first (because you're looking at a particular prime), then when your perspective shifts, everything changes. As you become more attuned to the Ethereal, the images become increasingly jumbled together from many planes. It could be a danger of being Ethereal too long - at first, it's a convenient way to walk through walls and avoid detection, but if you stay too long, it's harder to keep your point of reference to the prime material, if you lose that connection, you might never return to the right prime - if you stay Ethereal for too long, you could lose all perception/connection to the prime material, and just be floating in that formless mist for eternity... [/QUOTE]
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