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Other realms

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Automaton

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« on: <02-21-13/0512:11> »
Hi everyone,

Can someone point me in the right direction for descriptions of other realms and dimensions?
I have seen one of the official missions that play's fully in one, and plenty of mention in several places, but where is the actual info on them.
What they look like, what they are called, what can be found in them, and so on.

Mithlas

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« Reply #1 on: <02-21-13/1203:41> »
I don't think I've ever seen a mission where anything more than a reference to an Astral Gate is mentioned - if you could mention which you you saw yours at, that would be good to know.

As for general new things, all I can think of is Street Magic, which is supposed to be the go-to book for magic and astral things, though it focuses more on meatspace magic and spirits, without a great deal of expansion of the Astral aspect (I do hope that this is somewhat fixed in 5e); though it does briefly mention that physics might be different (being able to fly, some being entirely filled with water, etc). For the most part, I think that other planes are intended to be entirely up to the GM, so the lack of specific information is likely intentional.

Mantis

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« Reply #2 on: <02-21-13/1439:53> »
He is talking about one of the Denver missions (A Very Bad Day, SM-18) which takes place on an ancient Pueblo metaplane. Basically metaplanes can look like whatever you want them to.
There are ones corresponding to every culture's mythology as well others that are beyond comprehension (bugs, shedim, etc). The Harlequin's Back adventure for 2nd/3rd edition took place on a variety of metaplanes and can provide some idea of what is possible. You could even just port a bunch of the planar descriptions from D&D and use that if you want.
« Last Edit: <02-21-13/1443:11> by Mantis »

emsquared

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« Reply #3 on: <02-21-13/1653:36> »
You could even just port a bunch of the planar descriptions from D&D and use that if you want.
This was along the lines I was thinking when I read your post. Except I guess whereas DnD, they're separate worlds entirely, I kind of pictured SR's existing "along-side" reality like the Astral is described to do. So, if you go to the meta-plan of fire, you'd basically see reality, but everything combustible would be smoldering, things that can't burn would appear as blackened carbon (already burned), things forged with fire or heat would glow, actual fire and heat sources would be brighter and bigger, water wouldn't exist, etc. In the meta-plane of shadow, everything would basically be cast in varying degrees of darkness, depending on your proximity to them, with light sources being bright-white but only visible from 1/10th the distance they'd "normally" be, or whatever. Theological meta-planes would mirror reality but everyone and everything would be characterized by the setting and mythology of that belief system. So if it's a primal meta-plane technology would just look like inert stone grown over with thorns and vegetation, people might look like their "spirit animal" regardless of if they're Awakened or whatever. Just do what makes sense to you.

Mantis

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« Reply #4 on: <02-21-13/2219:02> »
I'm not sure I'd go with that metaphor. The metaplanes are beyond the physical/astral world. You need to pass through a sort of barrier and a guardian to get to them. I'm sure a plane of fire could appear as you describe but there would be no need for it mirror reality. Magic is driven by will and desire and myth more than anything else so you could make a plane of fire mimicking the real world for, say, a Chaos Mage but it wouldn't be that way for someone following the Path of the Wheel.
Really the plane should look like whatever will make the best story and evoke whatever emotion you want from the place. Players should feel like it is different from reality, maybe alien, maybe mythic but whatever it should be different than just a slightly skewed mundane world. The metaplanes, like the matrix are places where you can let your imagination run wild.
Well that's my opinion anyway. There is nothing hard and fast in the rules about the what the meta planes look like beyond a couple fluff bits describing certain areas of a couple planes (sidebar, pg 128 SM).
« Last Edit: <02-21-13/2229:35> by Mantis »

Crimsondude

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« Reply #5 on: <02-21-13/2258:33> »
From the Way of the Samurai JackPoint page

Quote
* The metaplanes explained—or is it just another magic user making shit up? [Tag: Aetherology]

There's also an adventure in Artifacts Unbound that's almost entirely set in the metaplanes. And it was a hoot to write. :)

Reiper

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« Reply #6 on: <02-22-13/0110:08> »
I view them a lot like the Fey in the Dresden Files.

Encompasses pretty much everything from the Summer and Winter Courts, Santa Claus, the old world Gods, and everywhere in between.

Talk
Thoughts
Astral
Matrix
"Hello, my name is Johnson, I would like to introduce you to my associates, Mr. Johnson, Mr. Johnson, and Mrs. Johnson."

Automaton

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« Reply #7 on: <02-28-13/1801:56> »
Hi all,

Sorry for the late reply.

@Mantis, I was indeed talking about that adventure.

I love how that plane is described and the effects it has on the pc's and their gear and cyberware.

The posts here have inspired me to definitely take the party on a dimensional trip some time soon.
I'm thinking of something dark. A bit of a survival horror kind of adventure.

Mantis

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« Reply #8 on: <02-28-13/2104:51> »
In that case, I would really suggest you try and find a copy of Harlequins Back. Multiple realms and a variety of ways to handle (and modify) cyberware and magic. Everything from King Arthur to the old west (with dinosaurs) to a steam punk world.

Automaton

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« Reply #9 on: <03-02-13/0532:10> »
In that case, I would really suggest you try and find a copy of Harlequins Back. Multiple realms and a variety of ways to handle (and modify) cyberware and magic. Everything from King Arthur to the old west (with dinosaurs) to a steam punk world.

Thanks, I'm gonna do that. I think a friend of mine might have it.