
ern2112 |
Would you agree that pretty much anything is possible when you bring the abyss into things? Couldn't you sorta bend a world to exist between where the players "think" they are....and some layer in the abyss? Maybe having portals between..here and there...and are they really even going anywhere with the portals...or is the reality simple altered when they get through the portal...as well as complete control over the players having dreams and visions of things and places??
Do you think it sorta gives you a certain amount of Carte Blanche to do what ever is entertaining and fair with the players? Just curious if any of you have done or are doing this....and how its working for you. Maybe get some more ideas about things
thanks
ern

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You may want to check out the old 3.0 Manual of the Planes. Toward the back they describe planar bleeds, planar outpocketing and other very neat ways to interfere with the "rules" of your Prime Plane. A minor planar bleed from the Positive Energy Plane is a MMORPG-style "healing fountain": an outpocket of the Abyss is a region of nightmare in an otherwise sane world. (Well, 'sane' for a given epic-fantasy value of the word 'sane'.)

ern2112 |
You may want to check out the old 3.0 Manual of the Planes. Toward the back they describe planar bleeds, planar outpocketing and other very neat ways to interfere with the "rules" of your Prime Plane. A minor planar bleed from the Positive Energy Plane is a MMORPG-style "healing fountain": an outpocket of the Abyss is a region of nightmare in an otherwise sane world. (Well, 'sane' for a given epic-fantasy value of the word 'sane'.)
You know....I have the 1st ed manual of the planes....maybe it has some info on this too. I will look at this when I get home....great idea. Cant believe I did not think of it. I have not looked at that book in a very long time
The thing is....I have some really WEIRD things im doing in my campaign and do not really want to play by the rules all the time in the way things work. It makes it more fun and I do not have to get bogged down with what spell or power could actually do what I am wanting to do...the abyss really sorta covers that for me in my opinion....and was curious what you guys thought about it too.

Lvl 12 Procrastinator |

The gloves are definitely off.
I believe the outer planes should be so alien that even the GM doesn't fully comprehend them. They are the domain of gods, after all, and the GM is but a mere mortal. The fact that they are infinite in scope yet have "borders" and can be numbered should be enough to cure anyone of the notion that the planes can or even should be understood.
I used to toil to create rules and laws for the outer planes, but once I simply let go and stopped worrying about all the inconsistencies and discontinuities, they really came to life. Just let your imagination soar, and certainly take every opportunity to mess with the players' minds.
If the characters come to the Abyss of their own accord, they deserve it. Surviving the Abyss should be the most challenging adventure imaginable.

ern2112 |
The gloves are definitely off.
I believe the outer planes should be so alien that even the GM doesn't fully comprehend them. They are the domain of gods, after all, and the GM is but a mere mortal. The fact that they are infinite in scope yet have "borders" and can be numbered should be enough to cure anyone of the notion that the planes can or even should be understood.
I used to toil to create rules and laws for the outer planes, but once I simply let go and stopped worrying about all the inconsistencies and discontinuities, they really came to life. Just let your imagination soar, and certainly take every opportunity to mess with the players' minds.
If the characters come to the Abyss of their own accord, they deserve it. Surviving the Abyss should be the most challenging adventure imaginable.
Cool to hear....kinda what I thought too. Really makes it fun to do with them what you will....and then they scratch they're heads and wonder what just happened.

Lvl 12 Procrastinator |

Cool to hear....kinda what I thought too. Really makes it fun to do with them what you will....and then they scratch they're heads and wonder what just happened.
It also helps if you don't give away to the players that you can't possibly explain it all. That way they'll keep guessing what the method to your madness is.

ern2112 |
Yeah, just keep saying "possibly" and "perhaps" when they pull out the crackpot theories. Sooner or later you'll hear one that you like so much that it becomes the truth. (This is not a good way to GM all the time, but it's hilarious if you do it sparingly.)
I DO THIS!! Sometimes the players make up the story quite well!!