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Manual of the Planes: The Evolution of Rules Complexity
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<blockquote data-quote="RodneyThompson" data-source="post: 4605573" data-attributes="member: 3594"><p>I think there's definitely something there, but I think I personally prefer that as a part of the adventure itself, not a standard across planar adventuring. What I mean by that is, if you (as DM) want to give the players they Lewis and Clark feeling of planar adventuring, you should make it a part of the adventure (or, perhaps more appropriately, the adventure before you go to the plane in question).</p><p></p><p>For example, in our last campaign our party had to go into a giant, underground Dwarven necropolis. That necropolis had a warding on it to keep out graverobbers that aged living beings at an astronomical rate. In order to get inside and survive, we had to hunt down a witch to stock up on potions that temporarily turned us into undead. Those in hand, we were able to go to the necropolis and complete out goal.</p><p></p><p>Similarly, for a planar adventure, I could see a great two-adventure combo being something like this: The players have to go to Phlegethos, the Fouth Hell, to reach a location called the Molten Citadel, inside which their enemy awaits. While Phlegethos itself isn't instantly lethal to the heroes, the Molten Citadel may be a place of such death and flame that mortals cannot survive there unaided. The DM would then pick two or three things that the PCs need to do before they can go to the Citadel; perhaps they need to gather potions that turn their skins into protection against the hellfire in the Citadel, and maybe the wizard has to obtain a staff that transforms his spells with the Fire keyword into Hellfire spells, allowing him to use them to damage the creatures within the Citadel. Maybe the heroes learn that some monsters can strip away their potions' protectiveness, so they need to wear armor with a special property that kicks in to temporarily protect them until they quaff another potion. Maybe the heat of the Citadel distorts the air so much that they cannot see the path in front of them, so they must obtain the Compass of Melora to cool the air around them and show them the way to their enemies. The adventure then becomes to gather these protective items, and gives you that Lewis & Clark feeling without also just feeling like just another shopping trip. Once these items are in hand, the PCs can then travel the Phlegethos and have their adventure in the Molten Citadel.</p><p></p><p>Obviously, that example is one locale on a plane, not a whole plane. I picked a citadel on Phlegethos because it is "Going to Hell." You could just as well make it an entire Astral domain that has these properties, or a huge swath of the Elemental Chaos, etc. </p><p></p><p>There is sort of this question about whether this makes "what your stuff can do" more important than "what you can do" but I think that, for one or two adventures in a campaign, this shouldn't be a problem. Similarly, one or two of the "items" could be replaced by a very specific ritual, which the party's ritual caster(s) would need to hunt down before they could venture to the Citadel. That would be a little more "Hey, look what I can do now!" for that player, too, which is pretty neat.</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 4605573, member: 3594"] I think there's definitely something there, but I think I personally prefer that as a part of the adventure itself, not a standard across planar adventuring. What I mean by that is, if you (as DM) want to give the players they Lewis and Clark feeling of planar adventuring, you should make it a part of the adventure (or, perhaps more appropriately, the adventure before you go to the plane in question). For example, in our last campaign our party had to go into a giant, underground Dwarven necropolis. That necropolis had a warding on it to keep out graverobbers that aged living beings at an astronomical rate. In order to get inside and survive, we had to hunt down a witch to stock up on potions that temporarily turned us into undead. Those in hand, we were able to go to the necropolis and complete out goal. Similarly, for a planar adventure, I could see a great two-adventure combo being something like this: The players have to go to Phlegethos, the Fouth Hell, to reach a location called the Molten Citadel, inside which their enemy awaits. While Phlegethos itself isn't instantly lethal to the heroes, the Molten Citadel may be a place of such death and flame that mortals cannot survive there unaided. The DM would then pick two or three things that the PCs need to do before they can go to the Citadel; perhaps they need to gather potions that turn their skins into protection against the hellfire in the Citadel, and maybe the wizard has to obtain a staff that transforms his spells with the Fire keyword into Hellfire spells, allowing him to use them to damage the creatures within the Citadel. Maybe the heroes learn that some monsters can strip away their potions' protectiveness, so they need to wear armor with a special property that kicks in to temporarily protect them until they quaff another potion. Maybe the heat of the Citadel distorts the air so much that they cannot see the path in front of them, so they must obtain the Compass of Melora to cool the air around them and show them the way to their enemies. The adventure then becomes to gather these protective items, and gives you that Lewis & Clark feeling without also just feeling like just another shopping trip. Once these items are in hand, the PCs can then travel the Phlegethos and have their adventure in the Molten Citadel. Obviously, that example is one locale on a plane, not a whole plane. I picked a citadel on Phlegethos because it is "Going to Hell." You could just as well make it an entire Astral domain that has these properties, or a huge swath of the Elemental Chaos, etc. There is sort of this question about whether this makes "what your stuff can do" more important than "what you can do" but I think that, for one or two adventures in a campaign, this shouldn't be a problem. Similarly, one or two of the "items" could be replaced by a very specific ritual, which the party's ritual caster(s) would need to hunt down before they could venture to the Citadel. That would be a little more "Hey, look what I can do now!" for that player, too, which is pretty neat. [/QUOTE]
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