Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Journeys To Other Planes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="La Bete" data-source="post: 982673" data-attributes="member: 6079"><p>Greetings.</p><p></p><p>The campaign I am currently running is a multi-planar campaign, which has had the players travel to several other alternate material planes. Before I started this campaign, I identified some issues which could cause problems - one of them being the "shopping trip" issue.</p><p></p><p>Other potential issues:</p><p></p><p>"If it's Tuesday, Then it Must be Hades" - too much travelling planes tend to make one blase about the whole thing.</p><p></p><p>"It's Kewl Here, Let's Stay" - you spend days creating a cool campaign world, have them travel to another world that you've sketched out on the back of a napkin - guess which one they want to stay in?</p><p></p><p>"Que Hable Colt ManHunter?" - It can be very frustrating for players to travel to another world, and then be reliant on the mage for the tongues spell, because the natives don't speak Common.</p><p></p><p>Ways I resolved these.</p><p></p><p>1. Make travel to other worlds difficult and/or dangerous. For example:</p><p></p><p>Gates to other worlds require Gatekeys, which are generally difficult to get hold of, and often only loaned to the PCs.</p><p></p><p>Keys normally are only keyed to one destination.</p><p></p><p>Travelling through some gates can result in "gatesickness", a temporary energy drain.</p><p></p><p>2. Have the players "rooted" thoroughly in a small area (or village) in your campaign before they travel. Players will often be loathe to permantly abandon their friends and contacts.</p><p></p><p>Also, have some of these worlds be undesirable to stay in long-term. I am using the magic version of the "armaggedon threshhold" - the common sci-fi concept that a large percentage of civiliations destroy themselves once they reach certain tech levels.</p><p></p><p>3. Either give the party items which can translate, or in my case I used a variation of the cosmology - can't recall the name - from Manual of the Planes, where Material Planes 'clump' together. Nearby planes may have similarities - languages, races, histories etc, whereas faraway planes may be very different.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="La Bete, post: 982673, member: 6079"] Greetings. The campaign I am currently running is a multi-planar campaign, which has had the players travel to several other alternate material planes. Before I started this campaign, I identified some issues which could cause problems - one of them being the "shopping trip" issue. Other potential issues: "If it's Tuesday, Then it Must be Hades" - too much travelling planes tend to make one blase about the whole thing. "It's Kewl Here, Let's Stay" - you spend days creating a cool campaign world, have them travel to another world that you've sketched out on the back of a napkin - guess which one they want to stay in? "Que Hable Colt ManHunter?" - It can be very frustrating for players to travel to another world, and then be reliant on the mage for the tongues spell, because the natives don't speak Common. Ways I resolved these. 1. Make travel to other worlds difficult and/or dangerous. For example: Gates to other worlds require Gatekeys, which are generally difficult to get hold of, and often only loaned to the PCs. Keys normally are only keyed to one destination. Travelling through some gates can result in "gatesickness", a temporary energy drain. 2. Have the players "rooted" thoroughly in a small area (or village) in your campaign before they travel. Players will often be loathe to permantly abandon their friends and contacts. Also, have some of these worlds be undesirable to stay in long-term. I am using the magic version of the "armaggedon threshhold" - the common sci-fi concept that a large percentage of civiliations destroy themselves once they reach certain tech levels. 3. Either give the party items which can translate, or in my case I used a variation of the cosmology - can't recall the name - from Manual of the Planes, where Material Planes 'clump' together. Nearby planes may have similarities - languages, races, histories etc, whereas faraway planes may be very different. Cheers [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Journeys To Other Planes
Top