Beyond
Countless Doorways offers a wide range of planes,
and thus a wide range of experiences for players. It has
elemental planes, hellish realms full of demons, worlds
different but probably not too different from your regular
campaign world, and more.
As
I saw all the wonderful planes come in from the other
authors, and had already outlined a number of my own (some
from ideas I'd used in my home game, some from ideas that
have been percolating since the time I worked on Planescape),
I realized that the book still needed a really weird plane.
A plane that could only be called, as Beyond Countless
Doorways puts it, an "alien realm."
The
trick to designing a setting that is really bizarre is
figuring out how to make it seem very alien and strange,
yet keep it manageable. If the setting changes too many
aspects of play, particularly if they are changed in minor
ways, the DM can never keep them all straight (let alone
the players).
The
other thing I have found after designing a lot of planes
over the years is that the differences should not just
be different, they should be fun as well. The unique qualities
of a planar locale should provide an interesting environment
to interact with, or alter the way a character can (or
cannot) complete an action, in an entertaining manner.
Now,
the biggest thing on the DM's side when it comes to planar
adventures is the knowledge that the PCs probably aren't
going to be in the new and strange environment very long.
Maybe one, maybe two game sessions, most likely. So you
can take something as simple and straightforward as movement
and play around with it, make it different (hopefully
in a fun way), and don't worry that if the changes or
restrictions were permanent, they would get really old,
because the PCs won't have to deal with them that long.
No
Gravity
Thus,
in my alien realm - which I called the Violet -- there
is no gravity. There's no up or down. There is a "ground,"
but the plane exists on the inside of a relatively small
sphere, so the "ground" curves up from any vantage.
With no gravity, though, the "ground" is actually
irrelevant. Knowing that the PCs would want to play with
the gravity-less environment and would spend a lot of
time in the "sky" (which is actually in the
middle of the spherical plane), I added a number of miles-long,
incredibly sturdy vines that grow "up" from
the ground toward the center of the plane. These vines
accomplish a couple different things. Now, as the PCs
float through the air, they have a type of terrain to
interact with (and hide within, or rest upon, or whatever).
They can also use the vines to help them control their
movements. They can even facilitate encounters, with foes
crawling along the vines to get to each other, or pushing
off from one vine to the next to attack.
The
plane contains all the rules the DM and players need to
adventure in a gravity-less environment, which aren't
as complicated as you might think. And, of course, I wrote
up the rules for using a fly spell and other magical
effects here. But then I got to thinking. Having no gravity
is interesting, but it's not all that unique. The Violet
needed more. (And by the way, it's called the Violet because
the light there is inherently purple, giving everything
a violet hue.) So I looked at those rules for handling
different spells and magical effects in a gravity-less
environment, and I deleted them.
Suppressed
Magic
I
decided that in the Violet, magic was suppressed. Now,
having no magic at all can be okay, but it gets to be
a drag, particularly if you're playing a spellcasting
character. So, magic isn't negated here. Low-level magic
(0- and 1st-level spells) and very minor magic items (+1
weapons, etc.) still work. Thus, a high-level wizard can
trade out her higher-level spells and reprepare all her
slots for 0- and 1st-level spells. That's still plenty
of magic missiles and shields and so on.
And the cleric can do the same (or he can switch out all
his higher-level spells for cure light wounds),
so magical healing is still available. In fact, unlike
every other spell level, 0- to 1st-level spells are designed
so that, if they are all you can cast, you still have
a full gamut of options (because for 1st- and 2nd-level
characters, that's all you can cast). In the Violet, medium-
and high-level casters can use this minor magic all day
long. There's something for those characters to do every
round of an encounter -- they'll still have fun. That's
the important thing. (Although they might complain a bit.)
Moreover, it's not like every single spell has a different
effect here, or the plane changes only spells of certain
schools, or anything like that. If a spell (or item effect)
is 2nd level or higher, it doesn't work. If it's 1st level
or lower, it does. It's easy to remember.
But
then one has to wonder, what are the ramifications of
a plane where magic doesn't work well? Suddenly, I understood
the Violet's "place" in the cosmology. This
is where planar-savvy people imprison powerful creatures
with magical abilities, or where they store (or hide)
powerful magical artifacts with dangerous side effects.
No powerful divinations can penetrate the Violet to find
something or someone hidden away. No creature can use
its inherent teleportation or plane-shifting powers to
escape a prison here. No simple passwall can get
through a vault door.
So
many of the important locations of the plane are vaults
and prisons, and many of the adventure seeds involve getting
something out of the plane or putting something in.
Now
It Gets Weird
Okay,
no gravity, and the plane plays havoc with magic. I've
seen a lot of planes over the years and while the Violet
was shaping up nicely, it still wasn't as "weird"
as I wanted it to be. I was happy that everyone had an
applicable change -- physical characters had to deal with
the rules for moving around, and spellcasters had to deal
with using only 0- and 1st-level spells. I didn't want
to upset the balance any further. I wanted to institute
something that would affect everyone.
So
I got to thinking about time. I had, since the beginning
of my work on the project, wanted to create a plane where
time worked differently. Having played around with such
things in Planescape (A Guide to the Astral
Plane), though, I knew that it was a dangerous apple
cart to overturn. If you create a plane where time moves
faster than elsewhere, you have characters wanting to
go there to heal, rest, and prepare spells "faster"
than the rules suggest they should. If you create a plane
where time moves more slowly, characters do the same,
but in reverse (using other planes as the "faster"
planes). That can be all right, but it's not what I wanted.
Instead,
what I did was create "broken time" in the Violet.
Sometimes, time just backs up a few rounds in the Violet,
undoing events (even the death of a character) and forcing
everyone to replay their actions. The thing is, the PCs
and NPCs remember what happened before -- they
remember the actions that have been undone. They can learn
from what didn't work, and they can try different courses
of action. Of course, they never know when broken time
is going to happen. This is another example of something
weird that can be a really fun change of pace (although
you wouldn't want it to work that way all the time).
Now, I'm not a fan of weirdness for weirdness' sake. I
knew that I wanted even a strange place like the Violet
to make sense, at least in a planar sort of way. So I
created a backstory and an internal logic that ties all
the strangeness together. I won't spoil it here, though.
You can read the book. I think you might like how well
this plane can tie into something you may already have
or have had in your existing campaign, though.
Lastly,
I needed to give the plane some native inhabitants. Who
would live in a gravity-less plane? Well, fortunately,
that was easy. The MM is full of creatures that would
seem to thrive in such a place: rasts, ravids, darkmantles,
cloakers, and so on. I allowed for these things to have
adapted to the plane (so that even with the magic suppression,
they still could fly), but not entirely (their other supernatural
and spell-like abilities remain suppressed).
The
end result is a plane in which everything seems alien,
yet the changes to game play are slight enough that the
DM can keep them all straight. Hopefully, a trip to the
Violet will be a very memorable one.
And
a plug: If you like the idea of really strange alien realms,
watch for an exclusive bonus plane in issue 55 (September)
of Game
Trade Magazine (ask your retailer for it if you
haven't seen it). The plane, called Xiun, is even stranger
than the Violet. It's also the spellcaster's revenge plane.
While spells and spellcasting are diminished in the Violet,
spellcasters have the upper hand in Xiun.
DESIGN
DIARY PAST ENTRIES
*
The Movements of the Planes -- June
3, 2004
"You
can look back at the first Planescape product
I wrote alone and see that I've long been interested
in devising a cosmology where the planes were not
static ..."
*
Designing a Cosmology -- May 20,
2004
"First
off, let me say that there's nothing wrong with the
Core Cosmology, or, what we used to call the Great
Wheel...."
*
Keyed Spell Items in Book of Hallowed Might II
-- April 15, 2004
"Mike
and I did some work recently on Book of Hallowed
Might II: Portents and Visions. The Book of
Eldritch/Hallowed Might series has been great
to me...."
*
Legacy of the Dragons: A Monstrous Challenge
-- February 26, 2004
"I
love new monster books so much, I pretty much never
pass one up, no matter what. I wanted Legacy of
the Dragons to be friendly to the folks out there
who are like me."
*
Legacy of the Dragons: Bestiaries I Have Known
-- February 19, 2004
"My
first professional game design ever was a book of
monsters. Creatures and Treasures II came out
in 1989 from Iron Crown Enterprises for Rolemaster..."
*
Legacy of the Dragons: Context -- January
22, 2004
"Legacy
of the Dragons is the product I'm working on now.
Just finishing it up, actually. It's a bestiary to
go along with Monte Cook's Arcana Unearthed...."
*
Chaositech Playtesting -- December
11, 2003
"Chaositech
is one of those products that came directly out of
my campaign. The concept was not meant originally
to have anything to do with a product...."
*
Campaign Paradigms -- October 30,
2003
"An
important thing for all DMs to keep in mind is that
once a campaign is up and running, the basic flavor
-- the underpinnings of the whole campaign structure
-- usually should not change...."
*
Developing a New Subsystem -- October
2, 2003
"Probably
one of the biggest challenges that faces a designer
when working on a book like Chaositech is the
delicate way that you have to institute a whole new
subsystem...."
*
On the Horizon: Chaositech -- September
11, 2003
"If
you'll indulge me, I'm going to divert the Design
Diary's contents to what I'm working on now: a book
called Chaositech...."
*
Magic Items in The Diamond Throne -- August
28, 2003
"Magic
items in Monte Cook's Arcana Unearthed and
in The Diamond Throne sometimes require a little
bit of thought on the DM's part. Using them isn't
a problem..."
*
A Look at the Land -- August
15, 2003
"This
week I've prepared an excerpt from The Diamond
Throne. As I've said previously, it was my design
choice to spend most of the gazetteer portion of the
book on the general aspects of the world..."
*
Designing a World -- August
7, 2003
"I
have mixed feelings about campaign settings. On one
hand -- speaking as designer -- it's fun, challenging,
and rewarding to create a whole world that's all your
own...."
*
Weapons and Armor -- July
17, 2003
"I
absolutely love the introduction of exotic weapons
into D&D. It's one of my favorite things about
3rd Edition. In Arcana Unearthed, I wanted
to make sure that the exotic weapons were worth the
feat required to use them...."
*
Greenbond Notes -- June
26, 2003
"Last
week's preview
of the greenbond class gives a nice glimpse of
a lot of Arcana Unearthed issues. First off,
the greenbond is no druid...."
*
Spell Templates -- June
12, 2003
"This
week I thought I'd discuss an idea that I'm really very
happy with. The idea is spell templates..."
*
Playtesting -- June
5, 2003
"Playtesting
is extremely important to me. When we developed 3rd
Edition, we did more playtesting than perhaps any other
RPG product, ever...."
*
High Magic -- May
29, 2003
"I
referred to the Diamond Throne as a high-magic setting.
I should clarify..."
*
The Diamond Throne -- May
23, 2003
"So
it's about time I start talking about the Diamond Throne.
The Diamond Throne is a campaign setting for
Arcana Unearthed -- the default setting, like
Greyhawk for D&D, I suppose...."
*
Death's Door -- May
8 , 2003
" I
like the D&D death's door rules. I like that at
0 hp, you're still up and can take a limited action,
but then you exhaust yourself...."
*
Hero Points -- May
1, 2003
"A
roleplaying campaign can be like putting up wallpaper...."
*
Truenames -- April
18, 2003
"Truenames
are common in many fantasy settings. I think I first
became aware of the concept in Ursula K. LeGuin's Earthsea
trilogy..."
*
Go, Go, Go! -- April
10, 2003
"Short
entry this time. I hate spells with 1 minute/level durations...."
*
Ceremony -- April
3, 2003
"I
think I've already mentioned that one of the goals I
set for myself with Arcana Unearthed was to make
things a little less generic...."
*
Things That Rules Take Away -- March
21, 2003
"There
are aspects of fantasy roleplaying that rules, inadvertently,
can actually take away...."
*
Still Talking Classes -- March 13,
2003
"I've
saved some of the best classes for last. Let's talk
about the runethane, the mage blade, and the witch...."
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."