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The Planes of the Obscurati, A List and A Question
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<blockquote data-quote="arkwright" data-source="post: 8437387" data-attributes="member: 6925177"><p>As stated in that thread, my justification for the Ob using Gyre planes is speed-of-light delay. The Ob are using asteroids of far-off planes they are magically studying, not realising that those planes have actually been Gyred already. Perfectly fine that you want to go in a different direction, not wanting to spoil the Book 12 planes is a very legit reason. Though I would think the players might enjoy getting to visit the planes they talked about five books previous.</p><p></p><p>Consider adding a column to state whether each plane is a moon or not, as that can factor into arrangements. Also, adding filters so players can see only the Time planes or only the Arboretum planes may be good. Make sure to add empty columns for when the PCs suggest their own configurations or configuration changes.</p><p></p><p>How does this list sit in the context of the later plot of your game? Is Nic still going to institute MAP in the end of Act 2? Will your players be sore that they never actually get the chance to use the Axis Ritual with these planes, and instead have to use it with the Gyre planes from Book 12? Unless they simply repeat the ritual in the postgame.</p><p></p><p>I think the biggest issue with your spreadsheet is that the only information on each plane is its one-word trait. This doesn't properly convey the unique and usually-very-specific effects each plane has. Like the traits in my plane list, and like the Act 3 plane list, you may want to flesh each out. 'Avilona- flight is strongly inhibited.' If I am a player working solely off of this list, I will have no idea what each plane does. 'Cunning = technology works well? What?'</p><p></p><p>If you are concerned about players getting stuck, you could perhaps cut down on the number of planes and the number of proposals. Cut it down to only Miller's Pyre, Colossus and Watchmakers, with later proposals altering only one or two planes in each. New minor factions could only care about a single plane each, eager to slot it into either of the three configurations.</p><p></p><p>On a final note- if all this discussion isn't to your taste, and you're keeping it that MAP will be put in place, then it may be worth just telling your players straight-up 'you don't need to know the full plane list because the ritual/configuration doesn't matter. Just focus on how the argument reveals information about the Ob, and how you can use arguments to move people between factions and recruit them as RHC assets.'</p></blockquote><p></p>
[QUOTE="arkwright, post: 8437387, member: 6925177"] As stated in that thread, my justification for the Ob using Gyre planes is speed-of-light delay. The Ob are using asteroids of far-off planes they are magically studying, not realising that those planes have actually been Gyred already. Perfectly fine that you want to go in a different direction, not wanting to spoil the Book 12 planes is a very legit reason. Though I would think the players might enjoy getting to visit the planes they talked about five books previous. Consider adding a column to state whether each plane is a moon or not, as that can factor into arrangements. Also, adding filters so players can see only the Time planes or only the Arboretum planes may be good. Make sure to add empty columns for when the PCs suggest their own configurations or configuration changes. How does this list sit in the context of the later plot of your game? Is Nic still going to institute MAP in the end of Act 2? Will your players be sore that they never actually get the chance to use the Axis Ritual with these planes, and instead have to use it with the Gyre planes from Book 12? Unless they simply repeat the ritual in the postgame. I think the biggest issue with your spreadsheet is that the only information on each plane is its one-word trait. This doesn't properly convey the unique and usually-very-specific effects each plane has. Like the traits in my plane list, and like the Act 3 plane list, you may want to flesh each out. 'Avilona- flight is strongly inhibited.' If I am a player working solely off of this list, I will have no idea what each plane does. 'Cunning = technology works well? What?' If you are concerned about players getting stuck, you could perhaps cut down on the number of planes and the number of proposals. Cut it down to only Miller's Pyre, Colossus and Watchmakers, with later proposals altering only one or two planes in each. New minor factions could only care about a single plane each, eager to slot it into either of the three configurations. On a final note- if all this discussion isn't to your taste, and you're keeping it that MAP will be put in place, then it may be worth just telling your players straight-up 'you don't need to know the full plane list because the ritual/configuration doesn't matter. Just focus on how the argument reveals information about the Ob, and how you can use arguments to move people between factions and recruit them as RHC assets.' [/QUOTE]
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