Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Other Worlds/Planes BUT DIFFERENTLY!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Li Shenron" data-source="post: 2076400" data-attributes="member: 1465"><p>I think the key to success with planes is always to make them different but not too different <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Different enough that the gaming experience (moving around, interacting with local people, using magic, dying...) is memorable for the players, but not too different to become a burden to run obviously.</p><p></p><p>I like a lot Gez's and Merak's suggestions, they are very good examples.</p><p></p><p>In our advantures I like playing with <strong>space</strong> because that's pretty easy. Just along the lines of "non-euclidean geometries" (but nothing really difficult here), have weird things happen with <u>distance</u> and <u>position</u> on other planes, such as these examples:</p><p></p><p>Gehenna: the plane is made of 4 infinitely high volcanos; it doesn't matter on which one you're now, it's always in the middle of the other 3; despite the fact that the slope is not vertical, the distance between them is always the same; there is effectively no bottom below</p><p></p><p>Bytopia: the plane is made of 2 worlds facing each other; each world is a planet (walk enough and you'll be back here), but the distance between the 2 "floors" is about always the same, just like they were flat; there is day and night but no sun between the 2, just a radiance passing through the sky</p><p></p><p>Arborea: the world is made of infinitely-high trees and jungles, with no top or bottom, and cities are built where plants form a suitably flat area with leaves and canopy</p><p></p><p>Portal-towns: they exist in 2 planes at the same time, meaning that e.g. from plane 1 the city only has a South entrance, from plane 2 has only a North entrance, but from inside the town you see both exists (you exit on a different plane depending which one you choose); if you just "go around" the town, you're still on the same plane</p><p></p><p>For instance, IMC the Ethereal plane is always coexistant with the Material and has the same "space density", which means that (1) a point A in MP always correspond to a point A' in EP and (2) distance between two points AB in MP is always the same as distance between two equivalent A'B' in EP.</p><p>Otherwise, to make it different, the Plane of Shadows still has property (1), but not (2), and that explains why you can use the PoS to travel faster (or slower if you make a mistake). It also explains why a pebble in MP may corresponds to a mountain in PoS and viceversa.</p><p>Finally the Astral Plane doesn't even have property (1), at least not two ways: at every A in MP there's an A'' in AP, but AP has "lots of more points" not corresponding to any in the MP.</p><p></p><p>Then of course you can play with <strong>time</strong>, <strong>magic</strong> and <strong>life</strong>. Just be sure you don't make common mistakes which lots of authors do, such as first making a world different and them trying to put back the normality. That's what they do for example when they fill outer planes with mortals living among the dead, or when they pretend to place different planes at a fixed distance, which basically turns planes into simply different locations... but if you take away the "extra-spacial" nature of planes, they're not planes anymore! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>I to have the feeling that this design mistakes often "trivialize" the planes, that's why I have a nice time overriding them quite freely <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2076400, member: 1465"] I think the key to success with planes is always to make them different but not too different :) Different enough that the gaming experience (moving around, interacting with local people, using magic, dying...) is memorable for the players, but not too different to become a burden to run obviously. I like a lot Gez's and Merak's suggestions, they are very good examples. In our advantures I like playing with [B]space[/B] because that's pretty easy. Just along the lines of "non-euclidean geometries" (but nothing really difficult here), have weird things happen with [U]distance[/U] and [U]position[/U] on other planes, such as these examples: Gehenna: the plane is made of 4 infinitely high volcanos; it doesn't matter on which one you're now, it's always in the middle of the other 3; despite the fact that the slope is not vertical, the distance between them is always the same; there is effectively no bottom below Bytopia: the plane is made of 2 worlds facing each other; each world is a planet (walk enough and you'll be back here), but the distance between the 2 "floors" is about always the same, just like they were flat; there is day and night but no sun between the 2, just a radiance passing through the sky Arborea: the world is made of infinitely-high trees and jungles, with no top or bottom, and cities are built where plants form a suitably flat area with leaves and canopy Portal-towns: they exist in 2 planes at the same time, meaning that e.g. from plane 1 the city only has a South entrance, from plane 2 has only a North entrance, but from inside the town you see both exists (you exit on a different plane depending which one you choose); if you just "go around" the town, you're still on the same plane For instance, IMC the Ethereal plane is always coexistant with the Material and has the same "space density", which means that (1) a point A in MP always correspond to a point A' in EP and (2) distance between two points AB in MP is always the same as distance between two equivalent A'B' in EP. Otherwise, to make it different, the Plane of Shadows still has property (1), but not (2), and that explains why you can use the PoS to travel faster (or slower if you make a mistake). It also explains why a pebble in MP may corresponds to a mountain in PoS and viceversa. Finally the Astral Plane doesn't even have property (1), at least not two ways: at every A in MP there's an A'' in AP, but AP has "lots of more points" not corresponding to any in the MP. Then of course you can play with [B]time[/B], [B]magic[/B] and [B]life[/B]. Just be sure you don't make common mistakes which lots of authors do, such as first making a world different and them trying to put back the normality. That's what they do for example when they fill outer planes with mortals living among the dead, or when they pretend to place different planes at a fixed distance, which basically turns planes into simply different locations... but if you take away the "extra-spacial" nature of planes, they're not planes anymore! :D I to have the feeling that this design mistakes often "trivialize" the planes, that's why I have a nice time overriding them quite freely ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Other Worlds/Planes BUT DIFFERENTLY!
Top