Deth Muncher
2009-12-11, 07:37 AM
So here's how it is:
Currently, my players have been planeshifted to a place that's not-quite Eberron and also has influences from Dragonmech. (It is, effectively, as close as I could make to something out of Warmachine without going and buying the Iron Kingdoms book because I am a broke college student. I actually went so far as to get help to stat Karchev (http://www.giantitp.com/forums/showthread.php?t=133430&highlight=Karchev).) They're doing this to hunt down a suitably ambiguous interplanar threat. They'll eventually get 'ported to a Faerun-y area too. But all of that is merely fluff, and bares little import on the thread at hand - little, but not none.
My thoughts are more pertaining to "what doesn't work where." Example: To the best of my knowledge, to cast in the Forgotten Realms you've got to have established some sort of ability to interact with the Weave, and also not have pissed Mystra off. As well, in Eberron, there...aren't really any of the standard D&D gods, are there? So the issue becomes "Wait, can I DO that here?" Personally, I'm of the inclination to make it a plot point that no, you CAN'T do that here - until you've fulfilled something. I.e. the party sorceror learns about the Weave. Except...I don't know how to deal with that in the case of the divine characters, that is if Eberron doesn't have the other gods.
The other thing I'm wondering about is setting-specific magic: for example, should a scepter work in Eberron? Should an Eternal Wand work in Faerun?
And yeah, okay. I know this is unnecessarily complicating things, but I was already kind of toying with this thought, and the players made it final for me when they thought the same thing and started testing out their stuff to make sure it worked.
So, thoughts?
Currently, my players have been planeshifted to a place that's not-quite Eberron and also has influences from Dragonmech. (It is, effectively, as close as I could make to something out of Warmachine without going and buying the Iron Kingdoms book because I am a broke college student. I actually went so far as to get help to stat Karchev (http://www.giantitp.com/forums/showthread.php?t=133430&highlight=Karchev).) They're doing this to hunt down a suitably ambiguous interplanar threat. They'll eventually get 'ported to a Faerun-y area too. But all of that is merely fluff, and bares little import on the thread at hand - little, but not none.
My thoughts are more pertaining to "what doesn't work where." Example: To the best of my knowledge, to cast in the Forgotten Realms you've got to have established some sort of ability to interact with the Weave, and also not have pissed Mystra off. As well, in Eberron, there...aren't really any of the standard D&D gods, are there? So the issue becomes "Wait, can I DO that here?" Personally, I'm of the inclination to make it a plot point that no, you CAN'T do that here - until you've fulfilled something. I.e. the party sorceror learns about the Weave. Except...I don't know how to deal with that in the case of the divine characters, that is if Eberron doesn't have the other gods.
The other thing I'm wondering about is setting-specific magic: for example, should a scepter work in Eberron? Should an Eternal Wand work in Faerun?
And yeah, okay. I know this is unnecessarily complicating things, but I was already kind of toying with this thought, and the players made it final for me when they thought the same thing and started testing out their stuff to make sure it worked.
So, thoughts?