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The D&D Multiverse: The Weird Go Pro (Part 1)
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<blockquote data-quote="jgsugden" data-source="post: 8456795" data-attributes="member: 2629"><p>The core 'pickle' they ran into was that while there were an infinite number of 'Prime' worlds, the intent was that there would be one set of the rest of the planes. There would be one Dis, one Happy Hunting Grounds, one Astral, and one Ethereal. </p><p></p><p>This creates conflict when the PCs visit these realms and do something significant, such as kill Dispater. As the adventures began to involve more interplanar aspects, the conflicts created caused problem - so attention was pushed away from the Outer Planes. </p><p></p><p>However, rather than fight against or flee from that current, I steer into it.</p><p></p><p>My suggestion for DMs:</p><p></p><p>1.) Don't just use the Cosmology that is provided to you in the books. Take inspiration from it, but make it your own. Why? Because them it is still mysterious to the player ans PCs when they go explore them. That sense of the unexpected and wonder give these types of adventures a distinct advantage.</p><p></p><p>2.) Use <em>your</em> cosmology for all of <em>your</em> settings. </p><p></p><p>I have a simplified Cosmology. There is one Heaven, one Hell, and one Elemental plane, for example. In Hell, the center is Nessus, which is surrounded by 7 Regions controlled by Archfiends, and then those 7 are surrounded by Avernus, the battle ground of the Blood War, which has one technical ruler, but has dozens of Generals trying to earn that title of Archfiend. Surrounding that are countless Demonic Realms where demons fight amongst themselves and try to push their armies to the Heart of Nessus to win the Blood War. </p><p></p><p>These outer planes remain the same whether I am using my version of Eberron, the Forgotten Realms, my homebrew, Krynn, or any other setting. The perceptions of the people on the Prime may differ from the reality, but if they visit the outer planes, they get my one and only Outer Plane experience.</p><p></p><p>This allows you to develop the massive details of the Outer Planes over your decades of DMing and create something that has depth and soul.</p><p></p><p>3.) Have each Prime exist in a separate plane, and have a separate Shadowfell (with Ravenloft Domains) and Feywild (with Domains of Delight) specific to that Prime. </p><p></p><p>This will give your games distinction, depth and a life over a long period.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8456795, member: 2629"] The core 'pickle' they ran into was that while there were an infinite number of 'Prime' worlds, the intent was that there would be one set of the rest of the planes. There would be one Dis, one Happy Hunting Grounds, one Astral, and one Ethereal. This creates conflict when the PCs visit these realms and do something significant, such as kill Dispater. As the adventures began to involve more interplanar aspects, the conflicts created caused problem - so attention was pushed away from the Outer Planes. However, rather than fight against or flee from that current, I steer into it. My suggestion for DMs: 1.) Don't just use the Cosmology that is provided to you in the books. Take inspiration from it, but make it your own. Why? Because them it is still mysterious to the player ans PCs when they go explore them. That sense of the unexpected and wonder give these types of adventures a distinct advantage. 2.) Use [I]your[/I] cosmology for all of [I]your[/I] settings. I have a simplified Cosmology. There is one Heaven, one Hell, and one Elemental plane, for example. In Hell, the center is Nessus, which is surrounded by 7 Regions controlled by Archfiends, and then those 7 are surrounded by Avernus, the battle ground of the Blood War, which has one technical ruler, but has dozens of Generals trying to earn that title of Archfiend. Surrounding that are countless Demonic Realms where demons fight amongst themselves and try to push their armies to the Heart of Nessus to win the Blood War. These outer planes remain the same whether I am using my version of Eberron, the Forgotten Realms, my homebrew, Krynn, or any other setting. The perceptions of the people on the Prime may differ from the reality, but if they visit the outer planes, they get my one and only Outer Plane experience. This allows you to develop the massive details of the Outer Planes over your decades of DMing and create something that has depth and soul. 3.) Have each Prime exist in a separate plane, and have a separate Shadowfell (with Ravenloft Domains) and Feywild (with Domains of Delight) specific to that Prime. This will give your games distinction, depth and a life over a long period. [/QUOTE]
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