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Oerth/Toril/Krynn connectivity. Are they still linked in your campaign?
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<blockquote data-quote="Trickstergod" data-source="post: 1736658" data-attributes="member: 10825"><p>I like my campaign settings to be the center of their respective settings. Sort of. </p><p></p><p>If I'm running a Dragonlance game, for example, chances are the planes aren't going to be dealt with at all. A Forgotten Realms or other such game also likely won't deal too much with the planes. They probably won't be completely absent, but the way I'll run the planes will definitely make it seem like the campaign setting is the center of the planes respective universe. There's a reason the prime material plane is called the prime material plane, after all, and the other are inner or outer respective to it. As such, while planar travel might occur in, say, a Forgotten Realms game, other campaign settings probably won't feature into it. Well, excluding Planescape; but it'll be run in such a way that it all centers around, essentially, the prime material plane. Even the gods and the like that crop up likely won't be ones foreign to the setting. If they do, chances are they will be with a deity that very strongly parallels one already present in the setting - say, something like introducing Krynn's Paladine in a setting that makes use of Bahamut, or the like. </p><p></p><p>As for a Planescape game itself...I wouldn't deal with the prime material plane very much at all. I'd allow a character concept from probably just about anywhere and might make use of a number of NPC's who come from multiple settings, but the prime material plane itself would be lacking beyond that. If I'm playing Planescape, I'm playing Planescape, which means Sigil, the various gate towns, the planes themselves, factions and the like. Not Toril or Oerth or the like. </p><p></p><p>Although with that said, I do make it a point of letting my players know that your average planar resident is just as clueless about the planes, excluding the one lived in (and that goes for natives of Sigil, too), as any prime. I use the analogy of Sigil to New York; both are highly cosmopolitan in their make up, but that doesn't mean the natives of either are particularly savvy to the world - or planes - about them. So that mutual ignorance helps to get around some of the interconnectivity problems as well as avoiding dealing with the prime overly much for a Planescape game. </p><p></p><p>Not to mention that, in light of the plethora of language differences, anyone who calls a Krynn native a git for calling Baator the Abyss or what not, is a right ignorant fool...</p><p></p><p>Anyway, starting to ramble. </p><p></p><p>So, yeah, there's some interconnectivity. But not to the point that it matters. If I'm running Eberron, I'm running Eberron, not Planescape or Greyhawk or what not. It's planar set up is all that matters. If I'm running Planescape, well, the planar set up of other campaign settings doesn't matter, anyway, as the characters almost assuredly won't be traveling to the prime material plane and there's both a mutual ignorance on planar and prime natives not to mention the planes are, well, infinite anyway, so inconsistencies don't matter and might provide some interesting discussions between PC's and NPC's. </p><p></p><p>And as an aside, I view Planescape through a Sandman/Neil Gaiman lens, anyway. If that means anything to anyone. </p><p></p><p>Oh and as a parting note: I don't use Spelljammer at all. I hate it with a passion. The heavens tend to be rather literally that for my games - the planes beyond. </p><p></p><p>Now off with me.</p></blockquote><p></p>
[QUOTE="Trickstergod, post: 1736658, member: 10825"] I like my campaign settings to be the center of their respective settings. Sort of. If I'm running a Dragonlance game, for example, chances are the planes aren't going to be dealt with at all. A Forgotten Realms or other such game also likely won't deal too much with the planes. They probably won't be completely absent, but the way I'll run the planes will definitely make it seem like the campaign setting is the center of the planes respective universe. There's a reason the prime material plane is called the prime material plane, after all, and the other are inner or outer respective to it. As such, while planar travel might occur in, say, a Forgotten Realms game, other campaign settings probably won't feature into it. Well, excluding Planescape; but it'll be run in such a way that it all centers around, essentially, the prime material plane. Even the gods and the like that crop up likely won't be ones foreign to the setting. If they do, chances are they will be with a deity that very strongly parallels one already present in the setting - say, something like introducing Krynn's Paladine in a setting that makes use of Bahamut, or the like. As for a Planescape game itself...I wouldn't deal with the prime material plane very much at all. I'd allow a character concept from probably just about anywhere and might make use of a number of NPC's who come from multiple settings, but the prime material plane itself would be lacking beyond that. If I'm playing Planescape, I'm playing Planescape, which means Sigil, the various gate towns, the planes themselves, factions and the like. Not Toril or Oerth or the like. Although with that said, I do make it a point of letting my players know that your average planar resident is just as clueless about the planes, excluding the one lived in (and that goes for natives of Sigil, too), as any prime. I use the analogy of Sigil to New York; both are highly cosmopolitan in their make up, but that doesn't mean the natives of either are particularly savvy to the world - or planes - about them. So that mutual ignorance helps to get around some of the interconnectivity problems as well as avoiding dealing with the prime overly much for a Planescape game. Not to mention that, in light of the plethora of language differences, anyone who calls a Krynn native a git for calling Baator the Abyss or what not, is a right ignorant fool... Anyway, starting to ramble. So, yeah, there's some interconnectivity. But not to the point that it matters. If I'm running Eberron, I'm running Eberron, not Planescape or Greyhawk or what not. It's planar set up is all that matters. If I'm running Planescape, well, the planar set up of other campaign settings doesn't matter, anyway, as the characters almost assuredly won't be traveling to the prime material plane and there's both a mutual ignorance on planar and prime natives not to mention the planes are, well, infinite anyway, so inconsistencies don't matter and might provide some interesting discussions between PC's and NPC's. And as an aside, I view Planescape through a Sandman/Neil Gaiman lens, anyway. If that means anything to anyone. Oh and as a parting note: I don't use Spelljammer at all. I hate it with a passion. The heavens tend to be rather literally that for my games - the planes beyond. Now off with me. [/QUOTE]
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