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<blockquote data-quote="pemerton" data-source="post: 5910798" data-attributes="member: 42582"><p>Sounds like good stuff.</p><p></p><p>I've been running bits and pieces of H2 Thunderspire Labyrinth over the course of my 4e campaign. That is set in old minotaur ruins. And one thing I've introduced, beginning more-or-less spontaneously in an early session but then building on it over time, is that the dwarves, after they freed themselves from the giants, were "pupils" of the minotaurs - so the dwarf PC sees echoes of dwarven style and architecture in the ancient minotaur hauls, minotaur weapons, etc.</p><p></p><p>Besides putting a bit of an ambivalent sheen on that PC's culture - which I like in itself, because it gives the players some more material to work with than just loving beer and hating goblins and giants - it also makes the subsequent fall of the minotaurs, and their turning to Baphomet and Orcus and other dark forces, a bit more poignant. Maybe the same thing could happen to the dwarves!</p><p></p><p>As far as the Great Wheel goes, I've never really run it as written. In old Rolemaster games (but very heavily D&D influenced in everything but mechanics) I have used the inner/outer planes distinction (although with a fused ethereal/astral plane). For me it has a different vibe from what I'm doing with 4e, but I like the feel of astral/ethereal travel, and especially like charonadaemons. I've got a lot of good mileage out of them in two high level RM campaigns, and out of astral/ethereal travel more generally. I like the idea that your thoughts/desires are what influences your travel. Particularly in a high level Oriental campaign with strong Buddhist/Taoist "take control of your mind to pierce the veils of illusion" tropes, the astral/ethereal plane and travelling on it under the direction of thought figured fairly prominently.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5910798, member: 42582"] Sounds like good stuff. I've been running bits and pieces of H2 Thunderspire Labyrinth over the course of my 4e campaign. That is set in old minotaur ruins. And one thing I've introduced, beginning more-or-less spontaneously in an early session but then building on it over time, is that the dwarves, after they freed themselves from the giants, were "pupils" of the minotaurs - so the dwarf PC sees echoes of dwarven style and architecture in the ancient minotaur hauls, minotaur weapons, etc. Besides putting a bit of an ambivalent sheen on that PC's culture - which I like in itself, because it gives the players some more material to work with than just loving beer and hating goblins and giants - it also makes the subsequent fall of the minotaurs, and their turning to Baphomet and Orcus and other dark forces, a bit more poignant. Maybe the same thing could happen to the dwarves! As far as the Great Wheel goes, I've never really run it as written. In old Rolemaster games (but very heavily D&D influenced in everything but mechanics) I have used the inner/outer planes distinction (although with a fused ethereal/astral plane). For me it has a different vibe from what I'm doing with 4e, but I like the feel of astral/ethereal travel, and especially like charonadaemons. I've got a lot of good mileage out of them in two high level RM campaigns, and out of astral/ethereal travel more generally. I like the idea that your thoughts/desires are what influences your travel. Particularly in a high level Oriental campaign with strong Buddhist/Taoist "take control of your mind to pierce the veils of illusion" tropes, the astral/ethereal plane and travelling on it under the direction of thought figured fairly prominently. [/QUOTE]
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