1/3/2023 0 Comments Pages dmgNow, I understand the historical reasons why Gygax likely did not do so. Nearly everything written about the Planes in 1e was penned by someone else, starting with 1980's Queen of the Demonweb Pits, the first AD&D adventure set beyond the Prime Material Plane. Yet – much like domain-level play, actually – Gygaxian AD&D provided almost no real guidance on how to run adventures in these otherworldly realms. Significantly, I think, he notes that the Planes "offer nearly endless possibilities for AD&D play." Over the course of his time overseeing AD&D, he regularly said similar things, often adding that he saw the Planes as the next logical step in the progression of a campaign beyond domain-level play. Gygax says something here I'd like to comment upon. The Known Planes of Existence, as depicted in APPENDIX IV of the PLAYERS HANDBOOK, offer nearly endless possibilities for AD&D play, although some of these new realms will no longer be fantasy as found in swords & sorcery or myth but verge on that of science fiction, horror, or just about anything else desired. Nevertheless, it's Gary Gygax's lengthiest discussion of this topic in the DMG and is thus worthy of some attention. At the bottom of page 57 of the AD&D Dungeon Masters Guide, there's a section entitled "Travel in the Known Planes of Existence." The section continues onto page 58, but, even so, it's relatively brief, occupying only five paragraphs in total.
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