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*Dungeons & Dragons
What Does Your Cosmology Look Like?
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<blockquote data-quote="Distracted DM" data-source="post: 9856559" data-attributes="member: 6894926"><p>Originally I kept things vague to my players, but high level DnD tends to lead to planes-hopping or at least visiting other planes, so that ends up with some stuff getting nailed down. Or defined, at least, for the moment. I do like my players to have the feeling that they have some idea of the world, setting, planes, n' such- some of them really jive with that. On the other hand I don't want to be restricted to the definitions that they've made previously about such places.. so it's complicated.</p><p></p><p><em>Basically I take inspiration from a bunch of things: great wheel, eberron, elder scrolls, pillars of eternity, michael moorcock, MCDM ... whatever's cool and can mesh together in my head. </em></p><p></p><p>Some stuff becomes vestigial over time as my tastes change or as other needs arise: I ran a campaign in my setting's local version of Sigil, but I'm a lot less enamored with that place now that we finished that game... so I might just axe it, or change it.</p><p></p><p>In one campaign the players traveled to the City of Brass and found that it was a place where many magic items could be bought, acquired, won etc. and that soon became a destination in future games (because I try to avoid magic shops in games)... but I really didn't love the idea of being able to so easily acquire powerful magic (once they could plane shift), they were even fine risking their characters lives (and thus sort of the campaign) in a death match arena there for powerful magic prizes... so I have since steered away from that, and I think if it does come up there'll either have been a regime change which will makes things tougher for mortals there, or I'll need to have a hard look at some city of brass sourcebooks (I have a couple different ones :'D) to get a more concrete idea of how other folk have handled it.</p><p></p><p>All that to say... it's flexible.</p></blockquote><p></p>
[QUOTE="Distracted DM, post: 9856559, member: 6894926"] Originally I kept things vague to my players, but high level DnD tends to lead to planes-hopping or at least visiting other planes, so that ends up with some stuff getting nailed down. Or defined, at least, for the moment. I do like my players to have the feeling that they have some idea of the world, setting, planes, n' such- some of them really jive with that. On the other hand I don't want to be restricted to the definitions that they've made previously about such places.. so it's complicated. [I]Basically I take inspiration from a bunch of things: great wheel, eberron, elder scrolls, pillars of eternity, michael moorcock, MCDM ... whatever's cool and can mesh together in my head. [/I] Some stuff becomes vestigial over time as my tastes change or as other needs arise: I ran a campaign in my setting's local version of Sigil, but I'm a lot less enamored with that place now that we finished that game... so I might just axe it, or change it. In one campaign the players traveled to the City of Brass and found that it was a place where many magic items could be bought, acquired, won etc. and that soon became a destination in future games (because I try to avoid magic shops in games)... but I really didn't love the idea of being able to so easily acquire powerful magic (once they could plane shift), they were even fine risking their characters lives (and thus sort of the campaign) in a death match arena there for powerful magic prizes... so I have since steered away from that, and I think if it does come up there'll either have been a regime change which will makes things tougher for mortals there, or I'll need to have a hard look at some city of brass sourcebooks (I have a couple different ones :'D) to get a more concrete idea of how other folk have handled it. All that to say... it's flexible. [/QUOTE]
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