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General Tabletop Discussion
*Pathfinder & Starfinder
[Planescape] What would you want to see in a Mega-Adventure / Campaign?
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<blockquote data-quote="Quickleaf" data-source="post: 6381593" data-attributes="member: 20323"><p>Great points! </p><p></p><p>Factions: I'm contemplating handling factions as an aspect that becomes increasingly important during play as players become more familiar with the setting. Starting with a faction is purely optional; players who are more invested in the setting can begin as faction members and get a perk for that, but players less invested don't need to know anything about factions. Over the first 4-6 levels the PCs would be encountering lots of varied factions integrated into the story/situation, each with their own sympathetic aspects. Sort of how Planescape: Torment handled factions as an aspect of emergent gameplay.</p><p></p><p>Portals: I always thought other means of planar travel - Yggdrasil, River Styx, Infinite Staircase, etc - were a bit underutilized in Planescape adventures. While I agree that portals are the dominant form of travel, creating their own unique adventure hooks about acquiring gate keys and the impact of instant travel between two sites on different planes, I also would like to include other methods of travel. I am looking at plot-devices to encourage this, for example the Rift causing portals going haywire or an ancient evil lurking within portals themselves.</p><p></p><p>Shape the Planes: This is one I really want to place an emphasis on, and especially to overtly tie it to what the PCs believe. Several Planescape adventures allowed PCs to do this, but what belief was being challenged (the why) was usually less than clear. To make this meaningful, I think it means there need to be recurring adventure elements (sites, NPCs, factions) that change with PC intervention over time, and PCs see and feel the impact of their choices.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6381593, member: 20323"] Great points! Factions: I'm contemplating handling factions as an aspect that becomes increasingly important during play as players become more familiar with the setting. Starting with a faction is purely optional; players who are more invested in the setting can begin as faction members and get a perk for that, but players less invested don't need to know anything about factions. Over the first 4-6 levels the PCs would be encountering lots of varied factions integrated into the story/situation, each with their own sympathetic aspects. Sort of how Planescape: Torment handled factions as an aspect of emergent gameplay. Portals: I always thought other means of planar travel - Yggdrasil, River Styx, Infinite Staircase, etc - were a bit underutilized in Planescape adventures. While I agree that portals are the dominant form of travel, creating their own unique adventure hooks about acquiring gate keys and the impact of instant travel between two sites on different planes, I also would like to include other methods of travel. I am looking at plot-devices to encourage this, for example the Rift causing portals going haywire or an ancient evil lurking within portals themselves. Shape the Planes: This is one I really want to place an emphasis on, and especially to overtly tie it to what the PCs believe. Several Planescape adventures allowed PCs to do this, but what belief was being challenged (the why) was usually less than clear. To make this meaningful, I think it means there need to be recurring adventure elements (sites, NPCs, factions) that change with PC intervention over time, and PCs see and feel the impact of their choices. [/QUOTE]
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General Tabletop Discussion
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[Planescape] What would you want to see in a Mega-Adventure / Campaign?
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