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Sage Advice: Plane and world hopping (includes how Eberron and Ravnica fit in D&D cosmology)
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<blockquote data-quote="Coroc" data-source="post: 7476038" data-attributes="member: 6895991"><p>I ask myself right atm, do we all put to much energy into this sorts of discussion? </p><p>Thing is, it is hard enough to make players remember the more "ordinary" peaces of lore which could eventually be "important" to the campaign. </p><p></p><p>For the DM, and I do not exclude myself, especially if some one DMs more than one setting, it is of course highly satisfying to have an "on demand"- explanation how everything and all fits together even with different setting worlds (ups I nearly wrote primes here just remembering that Sigil e.g. is not prime).</p><p></p><p>Otoh I often have much more trouble (to satisfy my need for some form of consistency throughout a setting) to explain more common things:</p><p>- How come mob A and mob B (peaceful folk A / B) occupy the same area without killing each other</p><p>- How is the economic needs of an e.g. big city taken care for? Is there enough surrounding area to support *how many* people? Is there magic involved in e.g. food creation?</p><p> What is the life standard? If someone is injured is there a healer / shaman / cleric around? How deep does that go? Will he resurrect a farmer who had an accident (if the price is right?)? </p><p>- What tech level is available?</p><p>- How common is magic?</p><p></p><p>etc. etc.</p><p></p><p>You see the standard setting creation rules bother me, even if I use some premade material and homebrew around on this.</p><p></p><p>So now you might ask : How common is planar travel and in what form?</p><p></p><p>Then I answer you: I care about that one (if it comes up at all) once my player characters are about 12th level or so (unless I want to send them straight to hell at some point before)</p><p></p><p>These issues are easiest thing to refit !!! Why? Because no one sees them until they become relevant. No one (in game) might know about them until they are relevant. If some sage knows about this It is not given he would share that knowledge freely / to the PCs.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7476038, member: 6895991"] I ask myself right atm, do we all put to much energy into this sorts of discussion? Thing is, it is hard enough to make players remember the more "ordinary" peaces of lore which could eventually be "important" to the campaign. For the DM, and I do not exclude myself, especially if some one DMs more than one setting, it is of course highly satisfying to have an "on demand"- explanation how everything and all fits together even with different setting worlds (ups I nearly wrote primes here just remembering that Sigil e.g. is not prime). Otoh I often have much more trouble (to satisfy my need for some form of consistency throughout a setting) to explain more common things: - How come mob A and mob B (peaceful folk A / B) occupy the same area without killing each other - How is the economic needs of an e.g. big city taken care for? Is there enough surrounding area to support *how many* people? Is there magic involved in e.g. food creation? What is the life standard? If someone is injured is there a healer / shaman / cleric around? How deep does that go? Will he resurrect a farmer who had an accident (if the price is right?)? - What tech level is available? - How common is magic? etc. etc. You see the standard setting creation rules bother me, even if I use some premade material and homebrew around on this. So now you might ask : How common is planar travel and in what form? Then I answer you: I care about that one (if it comes up at all) once my player characters are about 12th level or so (unless I want to send them straight to hell at some point before) These issues are easiest thing to refit !!! Why? Because no one sees them until they become relevant. No one (in game) might know about them until they are relevant. If some sage knows about this It is not given he would share that knowledge freely / to the PCs. [/QUOTE]
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