Mikeavelli
2014-11-16, 04:09 PM
Hi all,
In my campaign, the players needed to get the ability to Plane Shift, which they managed last session. After getting this, they started asking a few questions about how it works, and I made up some rulings:
In order to shift to a Plane, you need to have an object from that plane in order to focus on.
You can't intentionally direct where you're going to plane shift too. Instead, you end up at the vaguely defined origin of that object. So the bone of an outsider might take you to where that outsider was born. A stone might take you to the quarry where it was mined, or to the structure it was last a part of, A sword would take you to the smithy where it was forged, etc.
It's possible to "plane shift" to the plane you're already on. At first I thought this shouldn't be allowed, but then I thought that it's really the same as just Plane Shifting to some neutral plane, and then plane shifting back. So, I see no harm in cutting out the middleman.
After learning this, one of the players decided, "To hell with what we were supposed to be doing, I'm going to figure out where this wine bottle came from!"
The Meta-plot wasn't terribly important (This wasn't a save-the-world adventure, so the only consequence is that the people who were paying the PC's to do work are going to be upset... Or just assume the PC's got killed somewhere along the way), so I'm going full on with this.
-------------
To make this a bit more generally applicable; How have trinkets played into your campaign so far? What have players done with them, and have you centered any adventures around discovering the secrets to them?
Specifically, all of the players have chosen to have very vaguely defined backstories in regards to their trinkets. The empty wine bottle is just the best wine that character ever drank. This gives me the freedom / obligation of deciding what their actual significance *is*, or building that into the adventure.
And if you want to specifically help me out, ideas for plot hooks when a party teleports into the place of origin for...:
An empty wine bottle bearing a pretty label that says, “The Wizard of Wines Winery, Red Dragon Crush, 331422-W
fan with image of sleeping cat
crystal that glows silver in moonlight
silver coin sized silver skull
Would be especially helpful.
In my campaign, the players needed to get the ability to Plane Shift, which they managed last session. After getting this, they started asking a few questions about how it works, and I made up some rulings:
In order to shift to a Plane, you need to have an object from that plane in order to focus on.
You can't intentionally direct where you're going to plane shift too. Instead, you end up at the vaguely defined origin of that object. So the bone of an outsider might take you to where that outsider was born. A stone might take you to the quarry where it was mined, or to the structure it was last a part of, A sword would take you to the smithy where it was forged, etc.
It's possible to "plane shift" to the plane you're already on. At first I thought this shouldn't be allowed, but then I thought that it's really the same as just Plane Shifting to some neutral plane, and then plane shifting back. So, I see no harm in cutting out the middleman.
After learning this, one of the players decided, "To hell with what we were supposed to be doing, I'm going to figure out where this wine bottle came from!"
The Meta-plot wasn't terribly important (This wasn't a save-the-world adventure, so the only consequence is that the people who were paying the PC's to do work are going to be upset... Or just assume the PC's got killed somewhere along the way), so I'm going full on with this.
-------------
To make this a bit more generally applicable; How have trinkets played into your campaign so far? What have players done with them, and have you centered any adventures around discovering the secrets to them?
Specifically, all of the players have chosen to have very vaguely defined backstories in regards to their trinkets. The empty wine bottle is just the best wine that character ever drank. This gives me the freedom / obligation of deciding what their actual significance *is*, or building that into the adventure.
And if you want to specifically help me out, ideas for plot hooks when a party teleports into the place of origin for...:
An empty wine bottle bearing a pretty label that says, “The Wizard of Wines Winery, Red Dragon Crush, 331422-W
fan with image of sleeping cat
crystal that glows silver in moonlight
silver coin sized silver skull
Would be especially helpful.