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General Tabletop Discussion
*Dungeons & Dragons
Why They Can't Just Stay on the Other Side of the Portal
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<blockquote data-quote="jayoungr" data-source="post: 7481051" data-attributes="member: 6702445"><p>I'm starting a new dimension-hopping campaign for my group. "Home base" is a sort of pocket dimension, the "Bermuda Triangle of the Multiverse"--a demiplane where people end up due to botched spells and the like, with an aesthetic sort of like the Hollow Earth from HEX crossed with the junk planet from <em>Thor: Ragnarok.</em> It's easy to get there, but very, very hard to leave; normal plane-shifting magic doesn't work there. The basic structure of the campaign will be that the PCs will figure out how to open portals and use them to visit various other world and settings--essentially, an excuse for a glorified series of one-shots. My players know all of this and are fully on board with it. In fact, we designed the setting together as a group.</p><p></p><p>But there's a big plot hole in the premise: if they can open portals to different settings, why don't they just stay on the other side? Or set themselves up in business opening portals for other residents?</p><p></p><p>I don't want to put too many limits on the kind of one-shot adventures they can have on the other side of the portals, since that's the real purpose of the campaign, but I also want the answer to make sense.</p><p></p><p>Ideas I've considered:</p><p></p><p></p><ul> <li data-xf-list-type="ul">The portals only stay open for a certain length of time and will suck the PCs back through when they close. Downsides: puts a time limit on excursions, possibly lowers tension if the players know that they can always wait out a threat. </li> <li data-xf-list-type="ul">Being in the "home base" plane changes their nature somehow so they have to return there. Downsides: means the PCs can <em>never</em> escape permanently, so no "happy ending" way to retire a PC; probably also would lead to a time limit, although it could be a long one. </li> <li data-xf-list-type="ul">The inverse of the above: they can only stay permanently if they succeed in reaching their home plane. Downsides: some of the PCs don't <em>want</em> to go home; also, group has requested that some new PCs be acquired by visiting their home planes, and they also want to revisit places they've already been to, so those PCs would be able to come and go freely. </li> </ul><p></p><p>Any ideas how I can make this work?</p></blockquote><p></p>
[QUOTE="jayoungr, post: 7481051, member: 6702445"] I'm starting a new dimension-hopping campaign for my group. "Home base" is a sort of pocket dimension, the "Bermuda Triangle of the Multiverse"--a demiplane where people end up due to botched spells and the like, with an aesthetic sort of like the Hollow Earth from HEX crossed with the junk planet from [I]Thor: Ragnarok.[/I] It's easy to get there, but very, very hard to leave; normal plane-shifting magic doesn't work there. The basic structure of the campaign will be that the PCs will figure out how to open portals and use them to visit various other world and settings--essentially, an excuse for a glorified series of one-shots. My players know all of this and are fully on board with it. In fact, we designed the setting together as a group. But there's a big plot hole in the premise: if they can open portals to different settings, why don't they just stay on the other side? Or set themselves up in business opening portals for other residents? I don't want to put too many limits on the kind of one-shot adventures they can have on the other side of the portals, since that's the real purpose of the campaign, but I also want the answer to make sense. Ideas I've considered: [LIST] [*]The portals only stay open for a certain length of time and will suck the PCs back through when they close. Downsides: puts a time limit on excursions, possibly lowers tension if the players know that they can always wait out a threat. [*]Being in the "home base" plane changes their nature somehow so they have to return there. Downsides: means the PCs can [I]never[/I] escape permanently, so no "happy ending" way to retire a PC; probably also would lead to a time limit, although it could be a long one. [*]The inverse of the above: they can only stay permanently if they succeed in reaching their home plane. Downsides: some of the PCs don't [I]want[/I] to go home; also, group has requested that some new PCs be acquired by visiting their home planes, and they also want to revisit places they've already been to, so those PCs would be able to come and go freely. [/LIST] Any ideas how I can make this work? [/QUOTE]
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Why They Can't Just Stay on the Other Side of the Portal
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