How much info would you want in a planehopping Adventure Path?


Advice


So I'm writing an Adventure Path that involves jumping around from Plane to Plane for various reasons. I don't know if it'll ever get published. Would be cool, but if nothing else I am enjoying writing it, but these questions ARE being asked for the intention of publishing it and to see what other people would want because I'm a little torn on what to do.

Simply put, my question is this:

How much information should the Adventure Path have regarding the Planes?

I know a fair amount of information regarding the Planes, but unfortunately due to copyright stuff I don't know how much I can actually use. And to be honest, I wouldn't enjoy sitting here either writing stuff that has been done before or sitting here trying to rewrite the entire Planar cosmology.

So for example the PCs have to go to the Abyss, have a short adventure and then have to go somewhere else. So my longer question is this:

Since I know there are LOTS of miscellaneous sourcebooks regarding the Abyss filled with information that I wouldn't need to duplicate, how much information should I give the DM? What kind of information would you want as a DM in order to run a brief adventure on Abaddon without needing to look at any other sourcebook? And how much information would you want OUTSIDE the scope of the Adventure Path? Would you want further adventure ideas or locations or is it better to leave those to the other sourcebooks?

Thanks everyone who takes a look at this thread and thanks even more for those who respond!


Paradygmatic wrote:
How much information should the Adventure Path have regarding the Planes?

Short answer: everything a DM needs to run the AP.

Longer answer: you can't assume that everyone (or anyone) has the baseline material to make your adventure playable. Worse, without permission, you can't reference any major cosmology that's been published.

My advice is that you should frame out your proposed AP, then write a portion of it (say, four or so levels), to prove to yourself you've got the stamina. Finally, approach an established 3rd-party publisher (such as Frog God Games) and pitch your plan. Use their cosmology if a deal is reached, and have them publish your work.

Know that the number of single authors who have produced AP-sized products is a very small, very elite group. If I name Vaughan, Pett, and Logue, I will probably get them all, at least for Pathfinder (skipping things like Ptolus fir 3.5e)

Good luck though.


I think you could create a lot of useful information about planes for the AP that doesn't infringe copyright. If it is set in a Planscape-like setting ok you can't use the gate towns, sigil or key locations already mentioned but you can certainly come up with your own fantastic locations and characters. You can use the planes morphic traits - plus a lot of concepts on the planes are public domain anyway - you can't copyright 'Hell' or even names like Minauros or Dis - hence these existing in multiple games systems. I believe this is one reason a lot of the D&D planes / pathfinder planes / forgotten realms planes were given new names and moved away from the original names - Hades became the Grey Wastes, Nirvana became Mechanus etc though i may be wrong on that last bit.

A few things that are definitely not copyright - Hades, Niflheim, Asgard, Nirvana, Seven Heavens, Hell, Olympus, Limbo, the River Styxx, Any god from real world mythology and much much more.


Anguish wrote:

Longer answer: you can't assume that everyone (or anyone) has the baseline material to make your adventure playable. Worse, without permission, you can't reference any major cosmology that's been published.

Good luck though.

Yeah, I have a feeling that's the main reason something like this hasn't been done before, which ironically is the reason I thought about doing it. It is difficult trying to avoid touching on copywritten material and so far I've been successful within the score of the Adventure Path itself.

Just trying to figure out how much details the DM needs and how big of an area needs to be described is what has been tripping me up a little bit. I've noticed since I've really been thinking about this, my ideas/goals have been narrowing a bit and I think that's for the better.

And thanks for the luck. :)


If the planes are theoretically infinite then you need to design enough so it doesnt feel like a railroad without attempting and failing to be comprehensive. Multiple routes to an objective would be useful. Even multiple objectives. Doesn't need to be a sandbox on the other hand.


That would be a great AP!


I think the top part of this page is OGL? The lower parts might be as well but some of them seem to be too... fluffy for that.

Either way, that list of traits is pretty much all you actually need to run the planes. You can include your own "with the serials filed off" knockoff planes by just copying any relevant traits. Also gives you a reason to include specific encounter tables for the planes (presumably the plane of buttercream frosting and candle wax only has succubi, of various levels and classes). Lets you make brand new ones pretty easy too, and slap on whatever fluffy description or geography you feel like.


On that page several planes names have been replaced. The boneyard for instance sounds like it could be protected. Along with Molten skies, Akashic record.

Good luck to any company that wants to copyright "Heaven" or "Hell" I'm sure these names are chosen because Paizo knows there's no point trying to copyright it. Similar for Elysium, Nirvana, Limbo, Purgatory, the elemental planes, energy planes, Shadow plane, Ethereal Plane, Astral Plane, material plane and the abyss.

You also have to think about the locations on each plane and characters making sure you create your own.

Good luck with it. It's worth reading the old planescape setting for ideas though. Most products are on rpg now.

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