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<blockquote data-quote="Quickleaf" data-source="post: 9071076" data-attributes="member: 20323"><p>The Outlands serves a couple purposes for a GM...</p><p></p><p>1) It's the most mid-level area of the Outer Planes. The original box presents Sigil as beginning levels, with the first portals players discovering leading to the Outlands.</p><p></p><p>2) In a similar way, it serves as an introduction to adventurers beginning to explore the Outer Planes before dialing the weirdness all the way to 100. Part of its selling point was that it could be just a few shades different from the Material Plane to provide a sense of familiarity against which the stranger stuff to come could stand out in sharper contrast. <em>Note: this is only half-true (or situationally true) because starting in Sigil you already have tons of weirdness going on.</em></p><p></p><p>3) More than anywhere else in the planes, the Outlands showcase "Belief Can Move Mountains" (a core Planescape theme) because the more ideologically aligned a region/settlement in the Outlands becomes toward a certain plane, the more that region/settlement "drifts" across the Outlands and can eventually cross over the edge into the new plane. The gate-towns were especially vulnerable to this. You barely get this in Sigil, and almost never on other planes.</p><p></p><p>4) There are two distinct features that make traversing the Outlands unique – the closer to the central Spire the less magic works (until at the very center even gods are stripped of their powers), while at the edges fantastic and dream-like things can be found and potentially magic is enhanced (though this was only hinted at and never outright stated from what I recall).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9071076, member: 20323"] The Outlands serves a couple purposes for a GM... 1) It's the most mid-level area of the Outer Planes. The original box presents Sigil as beginning levels, with the first portals players discovering leading to the Outlands. 2) In a similar way, it serves as an introduction to adventurers beginning to explore the Outer Planes before dialing the weirdness all the way to 100. Part of its selling point was that it could be just a few shades different from the Material Plane to provide a sense of familiarity against which the stranger stuff to come could stand out in sharper contrast. [I]Note: this is only half-true (or situationally true) because starting in Sigil you already have tons of weirdness going on.[/I] 3) More than anywhere else in the planes, the Outlands showcase "Belief Can Move Mountains" (a core Planescape theme) because the more ideologically aligned a region/settlement in the Outlands becomes toward a certain plane, the more that region/settlement "drifts" across the Outlands and can eventually cross over the edge into the new plane. The gate-towns were especially vulnerable to this. You barely get this in Sigil, and almost never on other planes. 4) There are two distinct features that make traversing the Outlands unique – the closer to the central Spire the less magic works (until at the very center even gods are stripped of their powers), while at the edges fantastic and dream-like things can be found and potentially magic is enhanced (though this was only hinted at and never outright stated from what I recall). [/QUOTE]
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