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General Tabletop Discussion
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Flying Islands and Water Worlds
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<blockquote data-quote="I'm A Banana" data-source="post: 246741" data-attributes="member: 2067"><p>Flying islands are intriguing because not only do they have the benefits of regular islands, but they...</p><p></p><p>A) are inherently fantastic and exotic. Earth doesn't fly! WOW! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>B) can emply three dimensions as opposed to two...</p><p></p><p>and </p><p></p><p>C) There's the ease of going from on the islands to whatever is *beneath* them....</p><p></p><p></p><p>Regular islands, as far as I can see, have one big bonus point...they can use all those aquatic races and creatures that, for some reason, always suffuse a Monster Manual but most DM's can't put in because they can't exist comfortably on land. Unfortunately, it's not as easy to find out what lies below them without some serious enchantment.</p><p></p><p>Myself?</p><p></p><p>Well, in the intrest of variety, they contain both, but I didn't even mention them.</p><p></p><p>But what's interesting about my world isn't the geography...it's the motivation of the heroes and the villains and the tension between opposites that suffuses it. It's the division and the reasons and motivations for it, and what keeps it devided.</p><p></p><p>But, heck, I'd be intrigued by a flying island or regular island setting.</p><p></p><p>About the postapocalyptic/ruled by evil settings...well, they go against the grain, too. Greyhawk, FR, DL....all of these have heroes already important and ruling. The other settings are ripe for the revolution inspired by the PC's.</p><p></p><p>That's why I'm so interested in destroying the Forgotten Realms in my next campaign...things are more interesting when there *aren't* any powerful heroes to save your world's ass if the PC's fail. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 246741, member: 2067"] Flying islands are intriguing because not only do they have the benefits of regular islands, but they... A) are inherently fantastic and exotic. Earth doesn't fly! WOW! :) B) can emply three dimensions as opposed to two... and C) There's the ease of going from on the islands to whatever is *beneath* them.... Regular islands, as far as I can see, have one big bonus point...they can use all those aquatic races and creatures that, for some reason, always suffuse a Monster Manual but most DM's can't put in because they can't exist comfortably on land. Unfortunately, it's not as easy to find out what lies below them without some serious enchantment. Myself? Well, in the intrest of variety, they contain both, but I didn't even mention them. But what's interesting about my world isn't the geography...it's the motivation of the heroes and the villains and the tension between opposites that suffuses it. It's the division and the reasons and motivations for it, and what keeps it devided. But, heck, I'd be intrigued by a flying island or regular island setting. About the postapocalyptic/ruled by evil settings...well, they go against the grain, too. Greyhawk, FR, DL....all of these have heroes already important and ruling. The other settings are ripe for the revolution inspired by the PC's. That's why I'm so interested in destroying the Forgotten Realms in my next campaign...things are more interesting when there *aren't* any powerful heroes to save your world's ass if the PC's fail. :) [/QUOTE]
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