Planescape is perhaps the closest 168澳洲幸运5开奖网:Dungeons & Dragons gets to a Grand Unified Cosmology: The various settings and even versions of the game are tied together nar💮ratively through Planescape, for a broader multiverse setting that stitches the smaller worlds together, whi🌃le letting them keep their own forms of magic.

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Transitioning a campaign from a small pond to the wider ocean can present challenges, both due to the sometimes convoluted way the setting is constructed, and the narrative complexities of expanding your game from the smaller world you have created together with the other members of your game. You can expect s🀅ome teething difficulties as you make the switch.

Use Your Current Campaign To Set Up The Next

Modron March by Andrea Piparo
Modron March by Andrea Piparo

Whether you're running a module or have written your own campaign, there are ways you can lead naturally into the next campaign featuring Planescape. Some modules have hooks and scenarios that can easily be adapted to lead into other adventures. A good example is Rime Of The Frostmaiden featuring a crashed spelljammer in Icewind Dale.

The way your players interact with the ship and its crew can set up easy passage into other sph🐭eres or simply remind the players of the existence of a broader world beyond the Forgotten Realms. Having the crew of the spelljammer make dialogue about other planes can prompt the pl﷽ayers to ask for more details.

You may also want your players to carry out in-character preparations before touring the wider planes. For instance, clerics may need to make arrangements with either their own deity to ensure they still have their abilities in a new world, or align with the local gods of the planes they intend to travel to.

This may be as simple as making them perform a special rite in a tempꦓle of their dei♐ty, or may have them go on an entire sidequest.

Some Planescape mechanics and features will provide additional issues when following on from an existing campaign. Turn Of Fortune's Wheel has the cast start with amnesia, and incorporates the mechanic of replacing dead PCs with reflected versions of themselves from parallel worlds: Some groups would prefer the caജthars𒁃is of their character having a proper send off when dead instead of being replaced by a mind-wiped clone with a penciled on mustache.

Don't Drop All The Exposition At Once

Githzerai Monk by Dan Scott
Githzerai Monk by Dan Scott

Planescale and the modules set within it feature a lot of terms that are specific to the setting. Players entering from another setting won't know what it means to be glitching (or how it differs from the Glitchlings♔), why the Modron March is so dangerous, or who the Harmꦫonium are.

Introducing these concepts one at a tim🦩e can ease players in without disruptin﷽g the pace of your session:

  • The players might find a rogue band of Modrons scattered by the previous march, or meet a long-lived elf with direct memories of surviving the last march.
  • A quest NPC can be revealed to be working for the Guvners, Hardheads, or another faction, introducing the relevant groups through how their NPC representatives interact with the party.
  • Creatures from Morte's Planar Parade can be spaced out in the material plane where it makes sense to do so: Psionic and illithid-adjacent creatures such as cranium rats can appear in modules related to the mindflayers as well as campaigns focused on the outer realms.
  • Outsiders, devils and demons can all be summoned by powerful spellcasters. The players might first encounter Archons and Demodands when a wizard summons one to fight or assist them.
  • The astrally inclined Githzerai might be mentioned in passing by their more militant cousins the Githyanki, who are more actively involved in the material plane due to their illithid hunts. This has the added storytelling potential of having to navigate the bad blood between the Githzerai and Githyanki when having only the testimony of one side.

Another way of spreading this information, while also giving the players free-reign to do their own research and claim it as an in-character study is to provide th♚em easy access to a source of knowledge they can come back to.

In other settings this would be a more complex process of giving them an entire guide NPC or access to a library, but the Outlands has Mimirs: Magical items that act as talking encyclopedias (they normally are depicted as floating skulls, but can take any♋ shape).

These items only work in the Outer Planes, so giving one for free is unlikely to break the magic item economy of your setting. The party might also purchase one: both the city of Sigil and the surrounding gate towns are liable to sell these magical trinkets, either for gold or by bartering equivalent magic items the players aren't using.

If you're feeling retro, you can take a tip from the Planescape Primer released in D&D's Second Edition and have a physical prop to represent the Mimir, alongside a tape recorder and some pre-recorded lines.

Mimirs are also able to record specific information rather than cramming a dictionary into one. This gives additional storytelling options if the Mimir comes from a biased source, and they have to choose what information to trust.

Focus On The Worlds You And The Players Know Well

Dungeons & Dragons group of adventurers drinking in tavern
Tavern, By anotherwanderer

Stories that focus on multiple planes can encounter issues with scope: When the stakes are infinite, it becomes rather difficult to make things feel meaningful to individual characters.

Your players might struggle to comprehend what it means for a faction war to take place across a thousand worlds with billions of combatants, but they'll be able to digest it more easily if these grand world spanning conflicts bleed over into their narrative hometowns.

Turn Of Fortune's Wheel does this well as a standalone module: The plot spans the fate of thousands of modrons, multiversal irregularities across the infinite expanse of the outlands, and the intervention of multiple of Sigil's factions, but is still tightly focused on the core cast of player characters, and therefore makes them always relevant to what is happening.

If your campaign so far is centred on a setting like the Forgotten Realms or Greyhawk, then that world shouldn't cease to exist once the players stumble through their first gate to Sigil. This can mean creating quests that lead back to places the PCs are familiar with or maintaining contact with key NPCs using Sending spells. Perhaps have a city or a town that the players return to, that can serve as the anchor.

The Bastion mechanics from Unearthed Arcana can be a useful way of tying the characters into a location both mechanically and narratively, giving them a plot of land to develop and allowing them to hire NPCs they encounter to staff facilities in their base. It is recommended that Bastions are introduced to the characters once they reach fifth level, but work can be done ahead of this in pr🃏eparation.

Use Gate Towns To Divide Up The World

Dungeons & Dragons - Party of four exploring the Outlands around Sigil
The Spire by One Pixel Brush

The 16 gate towns circled across the outlands act as a useful wa𝐆y of gating off content and signaling what the players are able to handle. The towns serve multiple important functions to traversing the Planescape multiverse:

  • They are connected by portals to Sigil and therefore to each other, acting as a fast travel system across the Outlands. As locations the players return to often, it can be helpful to flesh these areas out and populate them with friendly NPCs.
  • The non-euclidian nature of the Outlands means that you are always, at most, a few days march of a gate town, no matter how far from the spire you travel. The counterintuitive consequence is that travel takes the same amount of time on foot, horseback, or by flight.
  • They act as samples of the planes that lie beyond their portals. Automata, which features the portal to Mechanus, is neatly ordered in formal rows and inhabited by lawful-aligned peoples. Players visiting the town will be able to understand what the plane of order represents from the moment they arrive at the Office of Visiting Entities, and have to fill out all the associated paperwork.
  • You can use them to gate off content by the PCs' level. While there is nothing formally stopping the players from wandering in Gehenna, the town itself is more difficult to access than others. The poisonous marsh and the dangerous beasts surrounding it mean that your players won't be venturing into the land of demons, devils and lava rivers until they have the tools to survive there.

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