Multiversal Rules as Campaign Themes

Post/Author/DateTimePost
#1

nedlum

Jul 19, 2004 19:58:06
Let me first preface this by apologising if this sounds in anyway demanding.

I remember what I could have sworn was the Planewalkers Handbook, but which apparently is not, explaining that the three Rules of the Multiverse could be used in terms of a DM. That is, a campaign's arc should always have a middle ground between two extremes, should often loop around and end close to where it began both thematically and in the situation, and... I can't remember what the Center of the Multiverse explanation was, which is why I started looking in the first place.

Does anyone know what I'm talking about?
#2

zombiegleemax

Jul 20, 2004 1:15:30
Sorry for the deleted post...
#3

MephitJames

Jul 21, 2004 12:56:56
I thought that was in the Planewalkers' Handbook too, hmmm... Anyways, I remember the idea of the suggestion was that a Planescape campaign including the Rules (the Rule of Three, the Unity of Rings, Center of the Multiverse, etc.) could give the players a feel for the power of belief that tied the whole thing together. Imagine players meeting Rule-of-Three the cambion, then buying potions of health from a merchant who insists they buy three for good luck, only to go on an adventure where they travel to three planes to visit three cutters who provide the three parts to their puzzle. Next adventure they need to find the three pieces of a magic ring that allows them to loop back to the beggining of the Faction War to contact three bashers equidistant around the Ring of the Cage. They're pretty much the themes of the setting, but unlike other settings' themes (like psionics on Athas, grand kingdoms in FR, and heroic figures in Dragonlance) Planescape is about over-arching themes and nebulous connections like the Multiverse's Rules.