Deadguy said:Glad to see there are others who can understand how I feel! Yes, your ideas for alternative locales that can still provide a real challenge for PCs are good ones. And I think you have the rub of it, too, that it's locales that can challenge, and they don't need to be on some Outer Plane for it to be so.
Actually, my party will be trying to do the reverse, if all goes according to plan (find the evil artifact, awaken the dead god...) we are running it in reverse, sort ot...Zappo: And when you do have to destroy the evil artefact and prevent the ancient evil god from awakening (see the beautiful adventure
I think that you have to design a general distriubtion of levels in a 'typical' locale and then give factors for modifying it. Something like saying the 'average' craftsman is level 4, with a master being level 6-8, and mere apprentices levels 1-3. I'm sure that either a table or a simple equation could suffice for generating the actual level distribution of a town. Still, we are drifting off topic here!the Jester said:Hummm, I think I like that idea too, actually... especially since I give xp for roleplaying (I have a codified system for it, actually).
Maybe each town or city should have a 'mean level' and extrapolate both upward and downward from it...?
I actually quite like your approach to the planets - and I could easily adapt some of your ideas to my own Shattered World campaign. In fact that campaign's cosmology does make use of planets to represent the 'planes'. I have the Sun and its opposite, the Darkheart, being the energy poles, and the residence of strange, abhuman beings (Celestials for the Sun, Undead for Darkeart). And there are also the four elemental planets, from whence many strange creatures arise, and are called to the Shatterd World itself. But I have indicated that humans find reaching these worlds in person to be extremely difficult and dangerous... notably to their sanity (so I guess I am borrowing from Lovecraft!Jürgen Hubert said:How about other planets?
In terms of fantasy worlds, it is best to portray other worlds not as modern-day SF does, or as Spelljammer did, but how H.P. Lovecraft and other writers of his time did.
Lovecraft's universe was filled with myriad life forms - even the smallest planet, it seemed, had its own indigenous life (and not all of them were Great Old Ones, either...). Most of them were very bizarre and alien - and none of them could easily fit within our notions of "Good" and "Evil".
There are many worlds out there to explore - and in theory, they are only a "Teleport without Error" spell away...
And this certainly fits into D&D as well. Think of creatures like destrachans, yrthaks, aboleths and others - how could they have possibly evolved in a terrestrial environment?
The logical answer is, of course, that they didn't - either someone summoned them here, or they arrived under their own power...
I've written up a sample D&D solar system here. Tell me what you think!
That does seem to be a fairly common 'affliction'. In many ways, the presentation of the Planes seems to encourage this. Rather than 'different' they seem to be 'more': 'more weird', 'more powerful', 'more lethal'. In other words they are just a tool for scaling up adventures to high level parties, not an end in themselves. Now I appreciate that Planescape tried to remedy this, but it doens't seem to have carried over to MotP and the 3.5e DMG.Zappo said:I have never had the problems Deadguy mentioned. Maybe I can see something in common between them. On prime material campaigns, often PCs travel the whole world, become powerful enough to single-handedly level a city, get assigned quests, and save the planet. The problem is that none of this translates well to a planar scale. I mean, what you get is PCs that travel dozens of planes (each infinite in size!) and get confused, attempt to become powerful enough to single-handedly level a tanar'ri fortress and get frustrated; and you get DMs that have the deities themselves assign quests which revolve around saving whole galaxies from total annihilation or preventing entire legions of dark gods from awakening.![]()
I just think that it ought to be possible to do this on one world, without adding the complexities of a zillion planes and planar dominions. Doesn't the 'Material Plane' have the scope to explore eternal verities, engage in large-scale politics, enjoy personal quests of self-exploration? I think broadly that it can, so long as you set things up right from the start. And that may mean moving away from some of the assumptions in the DMG.Zappo said:The key is recognizing this and changing perspective. The planar adventuring I like isn't about visiting every cool location in the campaign setting, getting powerful and saving the world. It's about personal quests, freedom of choice, pursuit of knowledge, politics and philosophy, and dozens of other things more original than, yet again, destroyng the evil artefact and preventing the ancient evil god from awakening.
Deadguy said:There are several things which combine for me to make Planar adventures a good deal duller than 'Material Plane' adventures:
If today's Thursday, then this must be Limbo: several people have talked about the sense of wonder that the Planes evoke. But my experience has been that by the time you've dealt with the fifth whacky plane the DM has come up with, the names are blurring, the details muddying, and all the lustre has rubbed off!
Planes can be too much a crutch
for DMs who want to set aside consequences and mess about with some dumb idea they pillaged from TV, film or book!
Small Fish in Infinite Ponds: as a PC it gets frustrating when you finally develop some power, only to have ti all natched away from you again by a DM who goes 'but in the Abyss you're nothing!' No matter what you seem to do you are but a mere pawn in the schemes of immortal powers that outmatch by by many many degrees of potency, so there's no use in arguing with them!
Cogs in the Great Machine: there's something about D&D planar adventures that brings out the worst in DMs.
Everything Matters... So Nothing Does: tying in with the remarks about 'absolutes' and eternal factions, planar adventures seem to generally involve really bad things happeneing to the Multiverse unless the PCs intervene.