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The Planes of the Obscurati, A List and A Question
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<blockquote data-quote="Andrew Moreton" data-source="post: 8437496" data-attributes="member: 6920268"><p>I mostly used Arkwrights list because it saved me creating my own. However I did remove some planes from the Gyre which I did not want spoilered before my players got there. (Plane of dancing mariachi skeletons).</p><p>I was fortunate that my players did not start planar configuration designing at this point focusing on stopping the Ob from getting that far, because I had enough problems later on preventing every session in the Gyre dissolving into planar redisign 1.1, 1.11, 1.12, 1.3 etc. Instead I persuaded them that most of the discussion should occure once they had knowledge of exactly what planes were available , and it was a lot of fun. You just have to be careful that the group does not bog down on repeating the same discussions with limited information.</p><p></p><p>For each plane I found that the players needed to know at a minimum the planar energies and a short description of the planes nature , even then visiting the planes and lots of questions were needed to settle on a solid opinion of the none tangible nature of the planes. In particular the arguements over the plane of perpetual reincarnation, which elements of it were a curse and how this would change the world were epic. Sadly they decided against immortality via reincarnation. On your list for instance I think Jierre really needs more information to emphasise that without it or a simialar plane the drive for technology and science goes away</p><p></p><p>I don't think you need to indicate if something is a planet or moon. All slots in the system building are equal and can fit any plane so the moon slot around the main world is good for anything. If your players get clever and start jamming in multiple planets in each slot some will appear as moons of others but will still have a similar influence on the new reality.</p><p></p><p>If the players really like a plane the would not have access to you can always add it to the Gyre later there is room for several more planes and I found that for several elemental energies there was no real choice or urge to complicate things as there were few 'good' choices. So I added many more , one of the nice things about the Gyre is how much room there is to add new planes in the dead spaces</p><p></p><p>I also strongly implied that there were traits the Ob did not know about. Baden the Ghost moon was a clear example it apparently only has Air, it also had the 'spirit' trait and this unknown inclusion was responsible for much of the mob mind features of the new world which were unexpected by Ob theorists.</p></blockquote><p></p>
[QUOTE="Andrew Moreton, post: 8437496, member: 6920268"] I mostly used Arkwrights list because it saved me creating my own. However I did remove some planes from the Gyre which I did not want spoilered before my players got there. (Plane of dancing mariachi skeletons). I was fortunate that my players did not start planar configuration designing at this point focusing on stopping the Ob from getting that far, because I had enough problems later on preventing every session in the Gyre dissolving into planar redisign 1.1, 1.11, 1.12, 1.3 etc. Instead I persuaded them that most of the discussion should occure once they had knowledge of exactly what planes were available , and it was a lot of fun. You just have to be careful that the group does not bog down on repeating the same discussions with limited information. For each plane I found that the players needed to know at a minimum the planar energies and a short description of the planes nature , even then visiting the planes and lots of questions were needed to settle on a solid opinion of the none tangible nature of the planes. In particular the arguements over the plane of perpetual reincarnation, which elements of it were a curse and how this would change the world were epic. Sadly they decided against immortality via reincarnation. On your list for instance I think Jierre really needs more information to emphasise that without it or a simialar plane the drive for technology and science goes away I don't think you need to indicate if something is a planet or moon. All slots in the system building are equal and can fit any plane so the moon slot around the main world is good for anything. If your players get clever and start jamming in multiple planets in each slot some will appear as moons of others but will still have a similar influence on the new reality. If the players really like a plane the would not have access to you can always add it to the Gyre later there is room for several more planes and I found that for several elemental energies there was no real choice or urge to complicate things as there were few 'good' choices. So I added many more , one of the nice things about the Gyre is how much room there is to add new planes in the dead spaces I also strongly implied that there were traits the Ob did not know about. Baden the Ghost moon was a clear example it apparently only has Air, it also had the 'spirit' trait and this unknown inclusion was responsible for much of the mob mind features of the new world which were unexpected by Ob theorists. [/QUOTE]
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