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General Tabletop Discussion
*Pathfinder & Starfinder
How much info would you want in a planehopping Adventure Path?
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<blockquote data-quote="Dog Moon" data-source="post: 6787651" data-attributes="member: 23023"><p>Actually, the AP starts at level 1, though the PCs aren't actually exploring the Planes until level 5. The first few levels are based on the Prime as rumors and strange happenings start occurring [due to a Planar War] as well as the appearance of Outsiders [literally and figuratively] that eventually leads them to a relic that transports them [and the entire town!] into the Planar adventures.</p><p></p><p>And I do have some sort of handle on the situation due to your guys' comments, from what other people have mentioned and my own thoughts. Essentially, since the Planes are vast and essentially limitless, I just need to focus on what the DM needs to know to run the PCs through the areas. If the PCs go to the Abyss, I only need to deal with enough information so the DM has a feel for the area as well as important locations and NPCs that live in the area. Knowing the Demon Lord of the layer might be useful, but going into detail greater than that isn't going to be useful unless there's an actual chance the PCs are going to meet the Demon Lord. This is better than my original thought to detail as much as possible!</p><p></p><p>So yeah, I figure this is all I really need to detail:</p><p></p><p>A brief description so the DM is familiar with the appearance [and other senses] of the Plane</p><p>How Magic is affected on the Plane</p><p>How to travel within the Plane</p><p>Other Miscellaneous things the DM should know regarding other important rules</p><p>Brief descriptions of locales/NPCs in the areas the PCs are going to explore.</p><p></p><p>So at a certain point the PCs are going to a tower in Abaddon. What they need to know about Abaddon is a picture of the environment, what the landscape is like, how magic is affected, the tower [and inhabitants] and if there's anything of importance around the tower that might affect the PCs in any way.</p><p></p><p>Otherwise, any information really isn't needed. That's about how I'm handling it. Fairly simple, doesn't take a whole lot of pages for each Plane, but should give the DM enough info to run the AP. <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="Dog Moon, post: 6787651, member: 23023"] Actually, the AP starts at level 1, though the PCs aren't actually exploring the Planes until level 5. The first few levels are based on the Prime as rumors and strange happenings start occurring [due to a Planar War] as well as the appearance of Outsiders [literally and figuratively] that eventually leads them to a relic that transports them [and the entire town!] into the Planar adventures. And I do have some sort of handle on the situation due to your guys' comments, from what other people have mentioned and my own thoughts. Essentially, since the Planes are vast and essentially limitless, I just need to focus on what the DM needs to know to run the PCs through the areas. If the PCs go to the Abyss, I only need to deal with enough information so the DM has a feel for the area as well as important locations and NPCs that live in the area. Knowing the Demon Lord of the layer might be useful, but going into detail greater than that isn't going to be useful unless there's an actual chance the PCs are going to meet the Demon Lord. This is better than my original thought to detail as much as possible! So yeah, I figure this is all I really need to detail: A brief description so the DM is familiar with the appearance [and other senses] of the Plane How Magic is affected on the Plane How to travel within the Plane Other Miscellaneous things the DM should know regarding other important rules Brief descriptions of locales/NPCs in the areas the PCs are going to explore. So at a certain point the PCs are going to a tower in Abaddon. What they need to know about Abaddon is a picture of the environment, what the landscape is like, how magic is affected, the tower [and inhabitants] and if there's anything of importance around the tower that might affect the PCs in any way. Otherwise, any information really isn't needed. That's about how I'm handling it. Fairly simple, doesn't take a whole lot of pages for each Plane, but should give the DM enough info to run the AP. :) [/QUOTE]
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How much info would you want in a planehopping Adventure Path?
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