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The Plane of Shadow: Dimly Lit?
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<blockquote data-quote="Greenfield" data-source="post: 6585091" data-attributes="member: 6669384"><p>It's as good as any.</p><p></p><p>While the rules make more than a few mentions of shadows (note the lower cas "s"), it never actually defines "shadow" in game terms. We actually had a thread on this a while back, regarding whether night time is one big shadow.</p><p></p><p>We ended up looking in <gasp> a dictionary. Websters said that a shadow is an area of relative darkness, or a "silhouette", meaning the outline of something that appears on a surface when an object partially blocks the light.</p><p></p><p>By those definitions, the Plane of Shadow has no shadows, in that there is no interplay of light and dark, no "area of relative darkness", no light source to project an image outline on a surface.</p><p></p><p>In my games, for story purposes, we've tended to play it as the land where nightmares come from, a twisted version of reality where what is and what isn't play out scenes of what might be. In some settings we've described it as "a walk by the River Styx", and so forth.</p><p></p><p>One reason we came up with that description (which is 100% NOT supported in the rules, by the way) was because of the way <em>Shadow Walk</em> works: It takes you the edge of the Plane of Shadows, where you can see a version of the real world, sort of, but any movement at all propels you at 50 miles per hour relative to that real world, so scenes shift suddenly, as they do in dreams. The place is also the home plane of a number of dark creatures, including Shadows, Shadow Mastiff, Darkwalkers and Nightmare.</p><p></p><p>Aside from all of that, we agreed to discourage the use of rapid transit spells in our campaign because they tend to eliminate an entire facet of play, the overland adventure. That was our campaign choice, and while I think it adds some grand color to the game world, it probably isn't for everyone.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6585091, member: 6669384"] It's as good as any. While the rules make more than a few mentions of shadows (note the lower cas "s"), it never actually defines "shadow" in game terms. We actually had a thread on this a while back, regarding whether night time is one big shadow. We ended up looking in <gasp> a dictionary. Websters said that a shadow is an area of relative darkness, or a "silhouette", meaning the outline of something that appears on a surface when an object partially blocks the light. By those definitions, the Plane of Shadow has no shadows, in that there is no interplay of light and dark, no "area of relative darkness", no light source to project an image outline on a surface. In my games, for story purposes, we've tended to play it as the land where nightmares come from, a twisted version of reality where what is and what isn't play out scenes of what might be. In some settings we've described it as "a walk by the River Styx", and so forth. One reason we came up with that description (which is 100% NOT supported in the rules, by the way) was because of the way [I]Shadow Walk[/I] works: It takes you the edge of the Plane of Shadows, where you can see a version of the real world, sort of, but any movement at all propels you at 50 miles per hour relative to that real world, so scenes shift suddenly, as they do in dreams. The place is also the home plane of a number of dark creatures, including Shadows, Shadow Mastiff, Darkwalkers and Nightmare. Aside from all of that, we agreed to discourage the use of rapid transit spells in our campaign because they tend to eliminate an entire facet of play, the overland adventure. That was our campaign choice, and while I think it adds some grand color to the game world, it probably isn't for everyone. [/QUOTE]
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