Gates: Multiple Primes?

Psion said:
Being at work, I can't tell you. It's FFG, though, who often aren't the friendliest with OGC.

But then, you can't copyright ideas, can you? ;)

True, very true. I'll have to check it out next time I drop by my FLGS.

joe b.
 

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Heh. I was thinking of doing a game that was FR meets Stargate SG-1. The PCs work for a secret organization inside Cormyr which has recently come into possession of a Stargate. It was uncovered in Mulhorand, buried in the deepest level of a dungeon. The gate did not work but it was shipped back where it was united with another strange device covered in the same ancient runes.

If the world on the other side of the gate just happens to be exactly like Iron Kingdoms or whatever, its not like the characters are going to know any different. :)
 

I've been toying with an idea similar to Goblin King's. My current Greyhawk campaign is going to have a number of planar portals, currently set up to go to various demiplanes where I want to use various things I find interesting, but I don't have the time to develop a full campaign with. Gate locations, for the most part, have been lost to the ages, but the party is going to locate a few. Instead of the single Stargate dialing out to various worlds, I'm having individual portals keyed to particular worlds.
 

In the current campaign model I am using, permanent portals exist to all other primes and realities, but they are only found in the most dangerous or extremes of locations. This requires the characters to be well-equipped and ready to face those dangers before reaching the gate. In the same world, I also have magical storms that have been known to snatch people from other worlds (and vice versus) giving me another avenue to drop in stuff from other settings. :)
 

BastionPress_Creech said:
In the current campaign model I am using, permanent portals exist to all other primes and realities, but they are only found in the most dangerous or extremes of locations. This requires the characters to be well-equipped and ready to face those dangers before reaching the gate. In the same world, I also have magical storms that have been known to snatch people from other worlds (and vice versus) giving me another avenue to drop in stuff from other settings. :)

Man Steeve, no recommendation for Oathbound? Between this and not touting Arms & Armor on another thread, I think you're losing your touch! :)

One thing I like about Oathbound is that it is excellent for "snatching people from other worlds" part, it's just the getting out, much like say, Dungeonworld or Ravenloft, that's more difficult.
 

JoeGKushner said:
So I'm thinking... is it time to go back to Planescape and/or Spelljammer and start doing the multi-campaign thing again?
Maybe. I've been doing it for more than 10 years now.
 

The Goblin King said:
Heh. I was thinking of doing a game that was FR meets Stargate SG-1. The PCs work for a secret organization inside Cormyr which has recently come into possession of a Stargate. It was uncovered in Mulhorand, buried in the deepest level of a dungeon. The gate did not work but it was shipped back where it was united with another strange device covered in the same ancient runes.

If the world on the other side of the gate just happens to be exactly like Iron Kingdoms or whatever, its not like the characters are going to know any different. :)
Consider this yoinked :)
 

Well, I'm no new hand at the whole planar thing mind you. I've used quite a few things to move players from one world to another.

Shadow World: This is a Rolemaster setting. They have Essence storms that yank people from one world to another.

GURPS Fantasy: Their world, Yrth or something, has Banestorms. In essence, planar shifts to another world.

Rogue Mistriss: I've used this ship, an adventure from Chaosium, in several adventures.

And of course, Spelljammer, Planescape, and Ravenloft. One time the players escaped the Mists but they didn't quite return to the Forgotten Realms. "Man, it sure is hot here... What do you mean I see a halfling eating an elf? Where are we?"
 

What will the mechanism for planar travel be? It seems to me that it could go 3 different ways, and each would result in a radically different campaign:

1) PCs can travel the planes at will, either by means of a spell or ship or easily accessed device/gate. Such a campaign might be more like standard DnD, just with a broader range of settings.

2) PCs can travel to other planes regularly, but can only do so from certain select locations, like gates in Riftwars mentioned earlier. This changes the nature of the campaign, as PCs may or may not be able to escape to another realm if the going gets tought. Finding and controling those portals, either pre existant ones or "soft places" between worlds, becomes a primary campaign component. If this is the case I would disallow ANY spells that allow planar travel or contact so that the players don't make an endrun around the main obstacles.

3) PCs travel to other planes, but uncontrolably. Either caught up in a banestorm or otehr natural and random phenomena OR through someone/thing elses control (such as in Marvel's Exiles, Quantum Leap, and in some ways Sliders) this is a very different campaign, and has different objectives, is much more episodic and has little meta plot other that "getting home."

From other things mentioned here, I would think that 2 was the way for you to go, but would be interested in hearing what you have planned.
 

jgbrowning said:
I'm working on something similiar right now. Basically, there are "paths" that when walked upon by the right people anytime, or by regular people at the right time, or by regular people at the wrong time, take you over the hill in a different way than what normally happens.

More info please...looking for something very similar to this for a campaign I'm working on. Ever read any of the One Kingdom series by Sean Russell...if so, you'll know where I'm coming from.
 

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