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<blockquote data-quote="Mac Callum" data-source="post: 1449621" data-attributes="member: 17035"><p>In some of Raymond E. Feist's later Riftwar books some of the various characters began to explore the Hall of Worlds and The Inn, which is a gathering place that does not exist in any world.</p><p></p><p>Briefly, you have to know where the Gates were on any particular world - and they didn't look like gates. One "gate" was a sewer pipe beneath an random bar in La Mut. Hold on to the pipe and 'shift', and suddenly you were in the Hall. The Hall was an infinitely long Hallway with alternating doors (right, then left) every 20 yards, each door a gateway to a World. To leave the hall all you had to to was step through a gate. There was no choice as to where the gates took you - they were fixed.</p><p></p><p>If you stepped off the hall at any point other than a gate you either 1) stepped into the foyer of The Inn, or 2) dissappeared out of the Universe never to be seen again. John, the Innkeeper, was the first person to step off the hall and return - entrances to the Inn are few and far between, and most folks vanish. </p><p></p><p>Watch your step.</p><p></p><p></p><p>Planewalking campaigns need all the elements of regular campaigns (good story, good NPCs, good fights) but they need two additional elements that will define them - alien settings and travel. As for the alien settings, the various planar handbooks are excellent, but one thing that will really define your campaign is how easily you can travel between Planes, and how dangerous the travel itself is. Can PCs warp from anywhere, at the drop of a hat? Can they control with specificity where they end up? Are there special gates that have to be found? Boundry wardens that have to be bribed? Are the paths between worlds travered in the blink of an eye, or are they actual paths that must be travered, with their own rules and time?</p><p></p><p>Think about Ravenloft. Imagine the PCs could summon the mists, but there was a chance that innocent bystanders would get sucked along for the ride. Imagine that the mists were an environment that had its own monsters, dangers, and maybe even valuable things sought by the PCs. Imagine the the Darklords could control the mists, and allow people to leave at their pleasure - what would a Darklord ask for in return?</p><p></p><p>Think about Abalon, the 'other world' of Celtic lore, which could be reached by certain ceremonies. Time worked differently there - and the paths were sometimes dangerous. Sometimes people were lost and never made it across.</p><p></p><p></p><p>A Planewalking campaign is as much about the journey as the destination.</p></blockquote><p></p>
[QUOTE="Mac Callum, post: 1449621, member: 17035"] In some of Raymond E. Feist's later Riftwar books some of the various characters began to explore the Hall of Worlds and The Inn, which is a gathering place that does not exist in any world. Briefly, you have to know where the Gates were on any particular world - and they didn't look like gates. One "gate" was a sewer pipe beneath an random bar in La Mut. Hold on to the pipe and 'shift', and suddenly you were in the Hall. The Hall was an infinitely long Hallway with alternating doors (right, then left) every 20 yards, each door a gateway to a World. To leave the hall all you had to to was step through a gate. There was no choice as to where the gates took you - they were fixed. If you stepped off the hall at any point other than a gate you either 1) stepped into the foyer of The Inn, or 2) dissappeared out of the Universe never to be seen again. John, the Innkeeper, was the first person to step off the hall and return - entrances to the Inn are few and far between, and most folks vanish. Watch your step. Planewalking campaigns need all the elements of regular campaigns (good story, good NPCs, good fights) but they need two additional elements that will define them - alien settings and travel. As for the alien settings, the various planar handbooks are excellent, but one thing that will really define your campaign is how easily you can travel between Planes, and how dangerous the travel itself is. Can PCs warp from anywhere, at the drop of a hat? Can they control with specificity where they end up? Are there special gates that have to be found? Boundry wardens that have to be bribed? Are the paths between worlds travered in the blink of an eye, or are they actual paths that must be travered, with their own rules and time? Think about Ravenloft. Imagine the PCs could summon the mists, but there was a chance that innocent bystanders would get sucked along for the ride. Imagine that the mists were an environment that had its own monsters, dangers, and maybe even valuable things sought by the PCs. Imagine the the Darklords could control the mists, and allow people to leave at their pleasure - what would a Darklord ask for in return? Think about Abalon, the 'other world' of Celtic lore, which could be reached by certain ceremonies. Time worked differently there - and the paths were sometimes dangerous. Sometimes people were lost and never made it across. A Planewalking campaign is as much about the journey as the destination. [/QUOTE]
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