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General Tabletop Discussion
*Dungeons & Dragons
July 11 Q&A: Cosmology, Monster Descriptions and Monster Variants
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<blockquote data-quote="Alzrius" data-source="post: 6156306" data-attributes="member: 8461"><p>So in other words, generic planar adventures should avoid any references to the planes they take place on? That seems like it'd be somewhat onerous, as it wouldn't allow any description of anything beyond the local area - one could say that it wouldn't need any such detail, but it'd be awkward for things like random encounter tables for a general area.</p><p></p><p>There'd also be issues of specific planar effects, the most common being the way magic is altered by various planes. While it'd be easy to manually add modifiers like penalties and bonuses, it's more difficult when you're adding something like a blanket ban on X type of magic that's a large component of the adventure (e.g. a central tactic of one of the major villains).</p><p></p><p>Of course, none of these problems are unique to generic adventures, as any sort of alteration to a setting will generally involve some adaptation, but that's sort of the point. If you're going to have to change things to use them in a different (e.g. home-brew) game anyway, then at least make them have a default option for those who don't want/need to alter the setting as it's presented. You don't need to talk about Sigil or the Blood War, but you can say that an adventure takes place in the Abyss, which is home to demons rather than devils, and it affects magic like so.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6156306, member: 8461"] So in other words, generic planar adventures should avoid any references to the planes they take place on? That seems like it'd be somewhat onerous, as it wouldn't allow any description of anything beyond the local area - one could say that it wouldn't need any such detail, but it'd be awkward for things like random encounter tables for a general area. There'd also be issues of specific planar effects, the most common being the way magic is altered by various planes. While it'd be easy to manually add modifiers like penalties and bonuses, it's more difficult when you're adding something like a blanket ban on X type of magic that's a large component of the adventure (e.g. a central tactic of one of the major villains). Of course, none of these problems are unique to generic adventures, as any sort of alteration to a setting will generally involve some adaptation, but that's sort of the point. If you're going to have to change things to use them in a different (e.g. home-brew) game anyway, then at least make them have a default option for those who don't want/need to alter the setting as it's presented. You don't need to talk about Sigil or the Blood War, but you can say that an adventure takes place in the Abyss, which is home to demons rather than devils, and it affects magic like so. [/QUOTE]
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July 11 Q&A: Cosmology, Monster Descriptions and Monster Variants
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