JoeGKushner said:
Sounds like a lot of planning there. I've found that having several methods does make things more interesting as it showcases how wide the multiverse is but if they're too easy to use or get to, the players have too many options that they can use which has caused me no small amount of headache at the end of the day.
A lot of their exposure to this will be a bit indirect. For example, they might wonder why another Trinalian is doing in one of these planar metropoli, or why they are running into a drow elf... if they ask they right question, they might begin to grasp what a tangled network the planes are (which, in turn, explains the existence of planar metropoli.)
Ooh... thinking down this path gives me an idea. Historically, cities form where modes of tranportation change, which is why port cities form, railroad towns form. Perhaps when designing my planar metropoli, that could be the theme to making them different... planar metropoli form where different planar pathways come together.
This has the potential to create some wierd cities. What sort of city would be created where the river of worlds meets the wormholes, for example? I suspect it might be dominated by subterrainian races like Drow. And form along a navigable underground river. Hmmm.
I see on another thread that you picked up Phil demi-planes book. Will you be using that in this campaign as well? Any godd stuff in there worth porting out to a similiar campaign?
Well, they are pretty brief in general, so they won't be major points in the game, but some of them look like they might be pretty good plot hooks. One, for example, is a little room in the astral plane that has the properties of:
- it appears as a small room with basic furnishings.
- only four people can exist in it at one time
- no magic works therein (thus it might be a hiding place for people who want to hide from scrying/magical detection)
- it stops aging (as well as other processes like disease) while within it, but you instantly "catch up" if you ever exit
Which is a curious plane for the PCs to explore indirecly. They find clue that someone went there, they may have to deal with the fact that it's impossible to enter if someone leaves. Even if someone passes away (like, got in a fight with another one of the natives), they then have to decide who to send to get whatever they need done there done.