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Let's make the upper planes playable!
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<blockquote data-quote="NotAYakk" data-source="post: 9557057" data-attributes="member: 72555"><p>First, I'd be willing to shred cannon.</p><p></p><p>Second, make them less paragons of their virtue, and more like how the shadowfel/feywilde is an echo of reality with glasses on?</p><p></p><p>So Mount Celestia could be a greek philosopher ideal world, but still has the chaotic wilds; for what is law and good without something to exclude? The powerful beings still inhabit it, but "street level" still exists. The place can even be full of wonders, like an entire city where the population are marble statues that only move when you aren't looking at them, and are always posed beautifully.</p><p></p><p>The chaos in the wilds outside of the white-marble cities exists as a way to enhance the artistic contrast of the order and light of the cities... which aren't pure order and light either, as with all cities things get dingy and there are refugees and homeless. They are just really good at hiding it.</p><p></p><p>For the upper classes, the place is order and light. There are the middle classes, the guards and the like, whose job is to keep the lower classes problems out of the upper classes eyesight. In a benevolent and just way, of course.</p><p></p><p>The poor are fed in soup kitchens, but the soup kitchens (a wonder of goodness and law) need the poor to exist, and they are shuffled off when not needed.</p><p></p><p>...</p><p></p><p>Part of this is that the upper class citizens of each plane <strong>need entertainment</strong>, and entertainment for many "good" aligned and "lawful" people is fighting "evil" and "chaos", especially when (forever) death is no longer on the table. Even duels - or, simulated war - is on the table, with two different philosophies being decided on in a grand strategy game.</p><p></p><p>Mount Celestia has wars being fought all of the time, often over some philosophical issue (what is the greater good?) or tactical argument (should pike squares be 3 deep or 4 deep? Should pikes be 8 feet long or 9 feet long?) As death is a temporary problem, the suffering that occurs ends up being basically part of the game rules.</p><p></p><p>...</p><p></p><p>For Bytopia, for some reason I keep on thinking of the Hundred Acre Woods. There are a myriad of problems that are taken extremely seriously by the inhabitants of Bytopia that have to be solved in-frame. Violation of the frame is poor sportsmanship. This can include completely pretend enemies which must be taken seriously.</p><p></p><p>Arguments between settlements are Serious Business. Often challenges or games are invented to determine who wins - someone makes a scavenger hunt, for example, with the winner of the scavenger hunt deciding who wins the conflict, or who wins a specific concession in the conflict. These scavenger hunts can involve deadly danger.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9557057, member: 72555"] First, I'd be willing to shred cannon. Second, make them less paragons of their virtue, and more like how the shadowfel/feywilde is an echo of reality with glasses on? So Mount Celestia could be a greek philosopher ideal world, but still has the chaotic wilds; for what is law and good without something to exclude? The powerful beings still inhabit it, but "street level" still exists. The place can even be full of wonders, like an entire city where the population are marble statues that only move when you aren't looking at them, and are always posed beautifully. The chaos in the wilds outside of the white-marble cities exists as a way to enhance the artistic contrast of the order and light of the cities... which aren't pure order and light either, as with all cities things get dingy and there are refugees and homeless. They are just really good at hiding it. For the upper classes, the place is order and light. There are the middle classes, the guards and the like, whose job is to keep the lower classes problems out of the upper classes eyesight. In a benevolent and just way, of course. The poor are fed in soup kitchens, but the soup kitchens (a wonder of goodness and law) need the poor to exist, and they are shuffled off when not needed. ... Part of this is that the upper class citizens of each plane [b]need entertainment[/b], and entertainment for many "good" aligned and "lawful" people is fighting "evil" and "chaos", especially when (forever) death is no longer on the table. Even duels - or, simulated war - is on the table, with two different philosophies being decided on in a grand strategy game. Mount Celestia has wars being fought all of the time, often over some philosophical issue (what is the greater good?) or tactical argument (should pike squares be 3 deep or 4 deep? Should pikes be 8 feet long or 9 feet long?) As death is a temporary problem, the suffering that occurs ends up being basically part of the game rules. ... For Bytopia, for some reason I keep on thinking of the Hundred Acre Woods. There are a myriad of problems that are taken extremely seriously by the inhabitants of Bytopia that have to be solved in-frame. Violation of the frame is poor sportsmanship. This can include completely pretend enemies which must be taken seriously. Arguments between settlements are Serious Business. Often challenges or games are invented to determine who wins - someone makes a scavenger hunt, for example, with the winner of the scavenger hunt deciding who wins the conflict, or who wins a specific concession in the conflict. These scavenger hunts can involve deadly danger. [/QUOTE]
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