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<blockquote data-quote="jgsugden" data-source="post: 8454502" data-attributes="member: 2629"><p><strong>1.) Simplified Cosmology- </strong>I simplified the cosmology back in the 1980s and have kept it simple. Prime, Positve, Negative, Astral, Ethereal (which started out a lot more like the Far Realm exists today), Heaven (a finite space with 7 Realms), Hell (an infinte space with the 9 Hell Regions of Asmodeus surrounded by an infinte expanse of Demonic Realms controlled by Demon Lords), Elemental (just 1 Elemental plane - with pockets of different types of elements - the City of Brass is located at a juncture of the primary 4 elements), and a vast array of Pocket Deimensions. Since then I added Shadowfell, Feywild, and Far Realm, but they all fit seamlessly. My prime world is massive in size (12 times Earth in surface area), and has a Dyson Sphere style 'Underdark Surface' that has been widely entertaining. Truly new players have a much easier time understanding my 'Moderate Wheel' cosmology, and experinced players adapt to it quickly. The simplification has proven to be a powerful tool in making extraplanar adventures easier to relate to the campaigns.</p><p></p><p><strong>2.) Spelljamming in the Astral - </strong>When you get to the teen levels you'll likely find a good amount of the game involving travel through the Astral Sea. My Astral Sea has my version of Sigil, as well as countless pocket dimensions and portals toplaces in other planes. It is a great way to keep the 'Exploration' elements of the game alive as PCs attain higher level magics. While parties can use magic to move themselves between planes, storylines in the teen levels often revolve around massive amounts of things being transported through the Astral. </p><p></p><p><strong>3.) My 5 Magics- </strong>There are 5 types of magic in my world. 3 of them are built upon the Weave, while 2 of them are not. The Weave begins at the Heart of the Positive Energy Plane andstretches through everything to reach the Heart of the Negative Energy Plane. <em>Nature Magic </em>used by druids and rangers is pulled from these Hearts of the Energy Planes. <em>Divine Magic </em>travels along the weave, but it is pushed from Divine Beings to the clerics and paladins that use it. <em>Arcane Magic </em>is built from the leftover 'radiation' in the weave that is gathered, crafter and pushed out by Wizards and Sorcerers. <em>Psychic Magic </em>does not rely upon the weave, but is generated within the creature and exerted out. <em>Supernatural Magic (</em>confusingly called <em>Elemental Magic </em>within the world more often than <em>Supernatural Magic) </em>is a bit of a catchall covering Primordial Ancient Magics, Ghosts, Technology, and anything else that is miraculous, but not inherently Natural, Divine, Arcane or Psychic. </p><p></p><p>I've had these features in my primary setting for nearly 40 years now. Although they've evolved, they've also settled in quite deeply into the roots of my setting and each has thousands of implications that have played out over the years.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8454502, member: 2629"] [B]1.) Simplified Cosmology- [/B]I simplified the cosmology back in the 1980s and have kept it simple. Prime, Positve, Negative, Astral, Ethereal (which started out a lot more like the Far Realm exists today), Heaven (a finite space with 7 Realms), Hell (an infinte space with the 9 Hell Regions of Asmodeus surrounded by an infinte expanse of Demonic Realms controlled by Demon Lords), Elemental (just 1 Elemental plane - with pockets of different types of elements - the City of Brass is located at a juncture of the primary 4 elements), and a vast array of Pocket Deimensions. Since then I added Shadowfell, Feywild, and Far Realm, but they all fit seamlessly. My prime world is massive in size (12 times Earth in surface area), and has a Dyson Sphere style 'Underdark Surface' that has been widely entertaining. Truly new players have a much easier time understanding my 'Moderate Wheel' cosmology, and experinced players adapt to it quickly. The simplification has proven to be a powerful tool in making extraplanar adventures easier to relate to the campaigns. [B]2.) Spelljamming in the Astral - [/B]When you get to the teen levels you'll likely find a good amount of the game involving travel through the Astral Sea. My Astral Sea has my version of Sigil, as well as countless pocket dimensions and portals toplaces in other planes. It is a great way to keep the 'Exploration' elements of the game alive as PCs attain higher level magics. While parties can use magic to move themselves between planes, storylines in the teen levels often revolve around massive amounts of things being transported through the Astral. [B]3.) My 5 Magics- [/B]There are 5 types of magic in my world. 3 of them are built upon the Weave, while 2 of them are not. The Weave begins at the Heart of the Positive Energy Plane andstretches through everything to reach the Heart of the Negative Energy Plane. [I]Nature Magic [/I]used by druids and rangers is pulled from these Hearts of the Energy Planes. [I]Divine Magic [/I]travels along the weave, but it is pushed from Divine Beings to the clerics and paladins that use it. [I]Arcane Magic [/I]is built from the leftover 'radiation' in the weave that is gathered, crafter and pushed out by Wizards and Sorcerers. [I]Psychic Magic [/I]does not rely upon the weave, but is generated within the creature and exerted out. [I]Supernatural Magic ([/I]confusingly called [I]Elemental Magic [/I]within the world more often than [I]Supernatural Magic) [/I]is a bit of a catchall covering Primordial Ancient Magics, Ghosts, Technology, and anything else that is miraculous, but not inherently Natural, Divine, Arcane or Psychic. I've had these features in my primary setting for nearly 40 years now. Although they've evolved, they've also settled in quite deeply into the roots of my setting and each has thousands of implications that have played out over the years. [/QUOTE]
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