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Sir Plane "Not Appearing in this Cosmology"
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<blockquote data-quote="Weird Dave" data-source="post: 8841478" data-attributes="member: 6749823"><p>I think all of the planes in the Great Wheel are heckin' cool (as the kids say?) because it's imagination bound by the flimsiest of rules - which, sure, you can apply to any general D&D setting. But the planes are a framework established within the history of the game as a place where the "rules of reality" don't apply in the same way. However, that being said, they suffer from the same problem as any cool setting - it's not cool if there's nothing to do there. Adventures are conflicts of one sort or another, so finding these conflicts is always what makes a game regardless of where it's set. The planes do allow for some bigger picture things (see the divine ark referenced post earlier which is SUPER AWESOME!) but there's just as much on every plane for smaller events too.</p><p></p><p>As I was developing each entry in the Codex of the Infinite Planes series (one entry for every plane) I focused on making the planes usable, even the Upper Planes. Setting up mysteries with interesting hooks and highlighting conflicts that the DM could exploit for a game or campaign was my goal. I hope I succeeded, but ultimately that's up to the individual. For my own purposes, I've got notes on dozens of smaller campaigns focused on individual planes that I think would be a lot of fun - hunting giant monsters on the Beastlands and finding out what's making them go berserk; uncovering the mystery of the Ruby Heads of Jovar on Mount Celestia and how they link to a broken lineage of duergar dwarf emperors in Erackinor; tracking down subversive Far Realm influences on Mechanus and why entire gears are transforming into glass; helping the Jotundrott of Ysgard fight back against the Aesir in epic battles of viking metal awesomeness; those kinds of things.</p><p></p><p>There is a lot of meat on the bones of the planes, but from an official support standpoint in the course of the game, a lot of that meat has been left off the plate.</p></blockquote><p></p>
[QUOTE="Weird Dave, post: 8841478, member: 6749823"] I think all of the planes in the Great Wheel are heckin' cool (as the kids say?) because it's imagination bound by the flimsiest of rules - which, sure, you can apply to any general D&D setting. But the planes are a framework established within the history of the game as a place where the "rules of reality" don't apply in the same way. However, that being said, they suffer from the same problem as any cool setting - it's not cool if there's nothing to do there. Adventures are conflicts of one sort or another, so finding these conflicts is always what makes a game regardless of where it's set. The planes do allow for some bigger picture things (see the divine ark referenced post earlier which is SUPER AWESOME!) but there's just as much on every plane for smaller events too. As I was developing each entry in the Codex of the Infinite Planes series (one entry for every plane) I focused on making the planes usable, even the Upper Planes. Setting up mysteries with interesting hooks and highlighting conflicts that the DM could exploit for a game or campaign was my goal. I hope I succeeded, but ultimately that's up to the individual. For my own purposes, I've got notes on dozens of smaller campaigns focused on individual planes that I think would be a lot of fun - hunting giant monsters on the Beastlands and finding out what's making them go berserk; uncovering the mystery of the Ruby Heads of Jovar on Mount Celestia and how they link to a broken lineage of duergar dwarf emperors in Erackinor; tracking down subversive Far Realm influences on Mechanus and why entire gears are transforming into glass; helping the Jotundrott of Ysgard fight back against the Aesir in epic battles of viking metal awesomeness; those kinds of things. There is a lot of meat on the bones of the planes, but from an official support standpoint in the course of the game, a lot of that meat has been left off the plate. [/QUOTE]
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