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[Planescape] What would you want to see in a Mega-Adventure / Campaign?
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<blockquote data-quote="Quickleaf" data-source="post: 6382436" data-attributes="member: 20323"><p>[MENTION=2067]Kamikaze Midget[/MENTION]</p><p>I would love to get your thoughts on the "Planescape feel" poll question when you get a second.</p><p></p><p> [MENTION=18701]Oryan77[/MENTION]</p><p>I agree, a valued poll would be nice. For now, while it might not be as satisfactory to do a multiple choice poll on the individual level, I'm going to trust that in aggregate trends will emerge. And I will do my best to keep track of any specific feedback offered like what [MENTION=22362]MoutonRustique[/MENTION] does above.</p><p></p><p> [MENTION=22362]MoutonRustique[/MENTION]</p><p>Great feedback thanks!</p><p></p><p> There were a couple things (besides my own love of the setting) prompting me to write a Planescape mega-adventure, and one of them was indeed how any DMs who report their Planescape sessions not feeling as unique as they'd hoped...often they cite their players, but other times the quality of adventures or their own poor grasp of the uniqueness of the Planescape setting. My thinking is that an adventure should just be loaded with that stuff (the unique feel) making it all around the PCs and almost effortless for the DM.</p><p></p><p>I also appreciated your distinction of the different ways portals can be used. As rewards. As a pacing mechanism. As a sandbox boundary (the 'box' part of sandbox). As a way to cut out the "boring" travel scenes and jump right to the action.... I may need to include a couple different options in the poll dealing with portals.</p><p></p><p>When it comes to the actual adventure design, I'm fairly certain that I will use portals in a whole variety of ways. For example, here are three ways I'm using portals distinctly:</p><ul> <li data-xf-list-type="ul">In the opening adventure, the known portal back to Sigil is destroyed in a disaster, making one of the motives for exploring to find another portal to Sigil (and there's a reason the PCs want to get to Sigil).</li> <li data-xf-list-type="ul">in the 2nd chapter (for levels 5-10), portals go haywire shifting unpredictably, making portal travel a risky proposition; one of the big objectives of this chapter is stabilizing the portals, and because of the unreliability of portals the PCs are presented with other forms of planar travel that can take a bit more time. </li> <li data-xf-list-type="ul">A connecting thread across the campaign is a chamber of ancient portals arranged in a ring that is deep in Sigil dating back to the time of Aoskar. It leads to the heart of the Rift. PCs learn of the ancient portals in chapter 1, search for the portals in chapter 2, find the gate key to in chapter 3, and finally step thru in chapter 4.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6382436, member: 20323"] [MENTION=2067]Kamikaze Midget[/MENTION] I would love to get your thoughts on the "Planescape feel" poll question when you get a second. [MENTION=18701]Oryan77[/MENTION] I agree, a valued poll would be nice. For now, while it might not be as satisfactory to do a multiple choice poll on the individual level, I'm going to trust that in aggregate trends will emerge. And I will do my best to keep track of any specific feedback offered like what [MENTION=22362]MoutonRustique[/MENTION] does above. [MENTION=22362]MoutonRustique[/MENTION] Great feedback thanks! There were a couple things (besides my own love of the setting) prompting me to write a Planescape mega-adventure, and one of them was indeed how any DMs who report their Planescape sessions not feeling as unique as they'd hoped...often they cite their players, but other times the quality of adventures or their own poor grasp of the uniqueness of the Planescape setting. My thinking is that an adventure should just be loaded with that stuff (the unique feel) making it all around the PCs and almost effortless for the DM. I also appreciated your distinction of the different ways portals can be used. As rewards. As a pacing mechanism. As a sandbox boundary (the 'box' part of sandbox). As a way to cut out the "boring" travel scenes and jump right to the action.... I may need to include a couple different options in the poll dealing with portals. When it comes to the actual adventure design, I'm fairly certain that I will use portals in a whole variety of ways. For example, here are three ways I'm using portals distinctly: [list] [*]In the opening adventure, the known portal back to Sigil is destroyed in a disaster, making one of the motives for exploring to find another portal to Sigil (and there's a reason the PCs want to get to Sigil). [*]in the 2nd chapter (for levels 5-10), portals go haywire shifting unpredictably, making portal travel a risky proposition; one of the big objectives of this chapter is stabilizing the portals, and because of the unreliability of portals the PCs are presented with other forms of planar travel that can take a bit more time. [*]A connecting thread across the campaign is a chamber of ancient portals arranged in a ring that is deep in Sigil dating back to the time of Aoskar. It leads to the heart of the Rift. PCs learn of the ancient portals in chapter 1, search for the portals in chapter 2, find the gate key to in chapter 3, and finally step thru in chapter 4. [/list] [/QUOTE]
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[Planescape] What would you want to see in a Mega-Adventure / Campaign?
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