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*Pathfinder & Starfinder
Paizo - Scourge of Old Worlds?
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<blockquote data-quote="Ozmar" data-source="post: 1578112" data-attributes="member: 8021"><p>Hi Matt,</p><p></p><p>I'd like to address your perceived trouble with the Great Wheel cosmology. What you see as a problem, I see as an asset. I always viewed the ambiguity of infinity (and the apparant contradictions and unknowns inherent in the setting) to be part of the charm. When running Planescape, I made a point of avoiding any concrete answers to these questions. Part of the fun of playing in Planescape was the inescapable wonder that arises from the unknown. The players would ask me what happens if they jump off of Sigil, and I'd just ask them if they want to jump and find out? I'd offer theories through NPCs: every character would have a belief, and often they would contradict each other. And who could say which was right? Perhaps the power of belief made one reality true for one person, and another reality true for another? So if someone truly believed that they could jump off of Sigil and gate to another plane, then they could? And maybe someone else would simply disappear and never be seen again.</p><p></p><p>I guess I fall into the category of experienced and creative DM, because I always looked forward to players trying to explore the unknown, and appreciated that the setting didn't try to answer all the impossible questions. I do see your point about products reducing guesswork for the DM, but for me, I prefer to enjoy the mystery inherent in the wondrously impossible setting of the Great Wheel.</p><p></p><p>Ozmar the Planescape DM</p></blockquote><p></p>
[QUOTE="Ozmar, post: 1578112, member: 8021"] Hi Matt, I'd like to address your perceived trouble with the Great Wheel cosmology. What you see as a problem, I see as an asset. I always viewed the ambiguity of infinity (and the apparant contradictions and unknowns inherent in the setting) to be part of the charm. When running Planescape, I made a point of avoiding any concrete answers to these questions. Part of the fun of playing in Planescape was the inescapable wonder that arises from the unknown. The players would ask me what happens if they jump off of Sigil, and I'd just ask them if they want to jump and find out? I'd offer theories through NPCs: every character would have a belief, and often they would contradict each other. And who could say which was right? Perhaps the power of belief made one reality true for one person, and another reality true for another? So if someone truly believed that they could jump off of Sigil and gate to another plane, then they could? And maybe someone else would simply disappear and never be seen again. I guess I fall into the category of experienced and creative DM, because I always looked forward to players trying to explore the unknown, and appreciated that the setting didn't try to answer all the impossible questions. I do see your point about products reducing guesswork for the DM, but for me, I prefer to enjoy the mystery inherent in the wondrously impossible setting of the Great Wheel. Ozmar the Planescape DM [/QUOTE]
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