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The Plane Above - the Glorantha-fication of D&D?
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<blockquote data-quote="pemerton" data-source="post: 5185199" data-attributes="member: 42582"><p>Doug, I really enjoyed this post but can't give XP at this time etc etc.</p><p></p><p>What interested me about the Plane Above wasn't so much the depth of mythology, but (like Glorantha) presenting it not just as background scenery but as something the players are expected to engage with <em>in the course of play</em>. I can live without the richness of detail - my players have pretty finite attention spans and memory capacity for that sort fo thing anyway. It's the fact that the myth isn't simply setting background and colour, but actually part of the ingame situation with which the players can engage, that reminds me of Glorantha.</p><p></p><p>These things - especially (2), but also (3) to a lesser extent, are what I was trying to get at in the OP. 4e has succeeded in presenting a world that is mythic in scope, and in which the PCs can engage with that myth. There were hints of it in Players Handbook 2 (Invoker covenants), Arcane Power (a sidebar on Warlock pacts) and Divine Power (more on Invoker covenants and how multiple gods, including mixes of good and evil gods, can be involved). But Underdark and now The Plane Above really seem to me to be realising the potential.</p><p></p><p>I think the mechanical foundation for this (and it probably explains why D&D has got to this point ahead of Runequest) is the whole notion of the Epic Tier. Instead of the GM and/or players having to stretch or break the rules to bring the PCs into the mythic action, it's built right in to the character design mechanics.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5185199, member: 42582"] Doug, I really enjoyed this post but can't give XP at this time etc etc. What interested me about the Plane Above wasn't so much the depth of mythology, but (like Glorantha) presenting it not just as background scenery but as something the players are expected to engage with [I]in the course of play[/I]. I can live without the richness of detail - my players have pretty finite attention spans and memory capacity for that sort fo thing anyway. It's the fact that the myth isn't simply setting background and colour, but actually part of the ingame situation with which the players can engage, that reminds me of Glorantha. These things - especially (2), but also (3) to a lesser extent, are what I was trying to get at in the OP. 4e has succeeded in presenting a world that is mythic in scope, and in which the PCs can engage with that myth. There were hints of it in Players Handbook 2 (Invoker covenants), Arcane Power (a sidebar on Warlock pacts) and Divine Power (more on Invoker covenants and how multiple gods, including mixes of good and evil gods, can be involved). But Underdark and now The Plane Above really seem to me to be realising the potential. I think the mechanical foundation for this (and it probably explains why D&D has got to this point ahead of Runequest) is the whole notion of the Epic Tier. Instead of the GM and/or players having to stretch or break the rules to bring the PCs into the mythic action, it's built right in to the character design mechanics. [/QUOTE]
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The Plane Above - the Glorantha-fication of D&D?
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