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General Tabletop Discussion
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July 11 Q&A: Cosmology, Monster Descriptions and Monster Variants
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<blockquote data-quote="Dausuul" data-source="post: 6156367" data-attributes="member: 58197"><p>Why? You make random encounter tables for whatever locale the adventure takes place in. If the PCs decide to leave that area, it's no different from PCs playing "Red Hand" deciding to leave the Elsir Vale--you're going off the map.</p><p></p><p></p><p></p><p>Since I regard such blanket bans as a horrendous way to write an adventure, discouraging them is a feature, not a bug. Let's just shut down the caster who chose to specialize in that kind of magic, because why not? It'd be like having an adventure where axes don't work. Hope you weren't playing a dwarf fighter.</p><p></p><p>For less extreme "planar effects," the locale should specify any environmental effects that are relevant to the story. It's up to the DM to decide whether those effects are a result of the plane you're in or just this specific part of the plane, or something else entirely. Of course, some effects might strongly suggest a particular plane--if unprotected creatures steadily gain hit points, continue to gain above their normal maximum, and finally explode, it's a pretty good guess that the adventure writer was thinking of the Positive Energy Plane. But it could also be in one of the upper planes; or a mystic vale in the Feywild; or even a little-known layer of the Abyss.</p><p></p><p>If the adventure is well designed and self-contained, it should be trivial to put it wherever it fits best in my cosmology. But if adventure writers take "planar" as license to import reams of Planescape lore, that won't happen.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6156367, member: 58197"] Why? You make random encounter tables for whatever locale the adventure takes place in. If the PCs decide to leave that area, it's no different from PCs playing "Red Hand" deciding to leave the Elsir Vale--you're going off the map. Since I regard such blanket bans as a horrendous way to write an adventure, discouraging them is a feature, not a bug. Let's just shut down the caster who chose to specialize in that kind of magic, because why not? It'd be like having an adventure where axes don't work. Hope you weren't playing a dwarf fighter. For less extreme "planar effects," the locale should specify any environmental effects that are relevant to the story. It's up to the DM to decide whether those effects are a result of the plane you're in or just this specific part of the plane, or something else entirely. Of course, some effects might strongly suggest a particular plane--if unprotected creatures steadily gain hit points, continue to gain above their normal maximum, and finally explode, it's a pretty good guess that the adventure writer was thinking of the Positive Energy Plane. But it could also be in one of the upper planes; or a mystic vale in the Feywild; or even a little-known layer of the Abyss. If the adventure is well designed and self-contained, it should be trivial to put it wherever it fits best in my cosmology. But if adventure writers take "planar" as license to import reams of Planescape lore, that won't happen. [/QUOTE]
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