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The Planes of the Obscurati, A List and A Question
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<blockquote data-quote="Echolocation" data-source="post: 8438220" data-attributes="member: 7011911"><p>Thanks everyone for your insight and experience. I've had some time to reflect on both the Adventure Path and my own group, and have come to the following conclusions:</p><ul> <li data-xf-list-type="ul"><strong>Nic will do his own thing. </strong>I think Andrew holds some good points about Nic's decision to implement his own proposal at the end of Adventure 9. After all, his fervent belief in himself and his own ideas has sustained his own existence for five centuries. Regarding the convocation, there seems to be two roads it can go down, neither of which would alter Nic's decision. The first road is something like MAP wins (I can't see players voting colossus or watchmaker), and Nic's plans roughly resemble the proposition. Alternatively, the players may alter the outcome with their own proposal (e.g., yeeting the world into the multiverse, their own planar configuration, etc.). In the case of the latter, Nic would have every reason to discount the outcome of the convocation once the player's identities are revealed.</li> <li data-xf-list-type="ul"><strong>For my group, a list of planes may be distracting. </strong>I can see groups where providing a list of planes would be useful. Though, for my group, after some deeper reflection, I think it may be distracting. I can't shake the hunch that my players are hoping a list of planes would solve the moral quandary of deciding a world's fate. We play Zeitgeist in the Pathfinder 1E system, which I think can draw people who are focused on details, sometimes to the detriment of a 'bigger picture'. I think I will encourage my players to build "minor factions", similar to those presented in the book, if they wish to change a proposal. Or, they may wish to work with Dame Constance to help mix-and-match the current proposals. If I change my mind, I could always reveal the list of planes to my players. As Hirou mentioned, <em>Axis Ritual: The Boardgame</em> is fun. But I'm not sure it's time for my specific group to play it yet.</li> <li data-xf-list-type="ul"><strong>For me, the convocation is very stressful!</strong> This may be showing my novice GM experience, but I've felt quite stressed running the convocation. Nic is a big deal to the AP, and I want to portray him perfectly. I want my players to feel engaged, concerned about being unmasked, and excited about the ambitions of the AP. All of this has bubbled up to me feeling paralyzed about the issues that inspired this thread.</li> </ul><p>If anyone has any comments about my conclusions, I would love to hear them.</p><p></p><p>Separate from all of this, on the matter of planets vs. moons, I think there is a difference. The Miller's Pyre proposal as written indicates that moons are 'weaker' than planes in their influence over worlds. The proposal states:</p><p></p><p>I interpreted weak to be a more narrow range of influence, supported by the notion that the ghost moon Baden is only associated with one form of energy.</p></blockquote><p></p>
[QUOTE="Echolocation, post: 8438220, member: 7011911"] Thanks everyone for your insight and experience. I've had some time to reflect on both the Adventure Path and my own group, and have come to the following conclusions: [LIST] [*][B]Nic will do his own thing. [/B]I think Andrew holds some good points about Nic's decision to implement his own proposal at the end of Adventure 9. After all, his fervent belief in himself and his own ideas has sustained his own existence for five centuries. Regarding the convocation, there seems to be two roads it can go down, neither of which would alter Nic's decision. The first road is something like MAP wins (I can't see players voting colossus or watchmaker), and Nic's plans roughly resemble the proposition. Alternatively, the players may alter the outcome with their own proposal (e.g., yeeting the world into the multiverse, their own planar configuration, etc.). In the case of the latter, Nic would have every reason to discount the outcome of the convocation once the player's identities are revealed. [*][B]For my group, a list of planes may be distracting. [/B]I can see groups where providing a list of planes would be useful. Though, for my group, after some deeper reflection, I think it may be distracting. I can't shake the hunch that my players are hoping a list of planes would solve the moral quandary of deciding a world's fate. We play Zeitgeist in the Pathfinder 1E system, which I think can draw people who are focused on details, sometimes to the detriment of a 'bigger picture'. I think I will encourage my players to build "minor factions", similar to those presented in the book, if they wish to change a proposal. Or, they may wish to work with Dame Constance to help mix-and-match the current proposals. If I change my mind, I could always reveal the list of planes to my players. As Hirou mentioned, [I]Axis Ritual: The Boardgame[/I] is fun. But I'm not sure it's time for my specific group to play it yet. [*][B]For me, the convocation is very stressful![/B] This may be showing my novice GM experience, but I've felt quite stressed running the convocation. Nic is a big deal to the AP, and I want to portray him perfectly. I want my players to feel engaged, concerned about being unmasked, and excited about the ambitions of the AP. All of this has bubbled up to me feeling paralyzed about the issues that inspired this thread. [/LIST] If anyone has any comments about my conclusions, I would love to hear them. Separate from all of this, on the matter of planets vs. moons, I think there is a difference. The Miller's Pyre proposal as written indicates that moons are 'weaker' than planes in their influence over worlds. The proposal states: I interpreted weak to be a more narrow range of influence, supported by the notion that the ghost moon Baden is only associated with one form of energy. [/QUOTE]
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