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Planar gate mutation

 
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Planar gate mutation
 PostPosted: Thu Sep 11, 2008 12:10 pm Reply with quote  
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  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

Has anyone used this? I find it the most bizzare mutation I have ever read- different planes of existance isn't something I would include in GW, at least for natives (people coming from elsewhere is different).
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 PostPosted: Fri Sep 12, 2008 1:08 pm Reply with quote  
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  Ten_Jinn
Survivor

Joined: 27 Oct 2006
Posts: 12
Location: USA

Derek Holland wrote:
Has anyone used this? I find it the most bizzare mutation I have ever read- different planes of existance isn't something I would include in GW, at least for natives (people coming from elsewhere is different).
I think this was their attempt at emulating the Dimension Door AD&D spell (or whatever it was called). Plus if you consider many science fiction (fantasy) stories involve alternate realities/dimensions, they probably rationalized it that way. It's something that some GMs may want to have in their campaign.

In my campaign, I was fortunate enough for no PC to have ever rolled it. I felt (and still feel) that the mutation is a complexity that I didn't want to deal with. Where does it open to? What's there? My players would have wanted the details!

Plus, due to its limitations, I found it of limited use. Not to mention the issue of whether the mutant had the ability to recall what "reality" it opened to the last time he used it! There's an infinite number from which to choose! Also, it says "planes" meaning more than just one. Need I say more?

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 PostPosted: Sat Sep 13, 2008 6:09 am Reply with quote  
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  Malcadon
Associate Professor of Ancient Lore

Joined: 19 Mar 2007
Posts: 102
Location: In the head of some naked, green-skin mutant woman

Yep, that mutation could derail a campaign.

But I like to work with it! In the past, I would have them teleport to the Warden. But with how Mutant Future makes conversions between GW and D&D vary simple (more so then the old Mutants & Magic conversion from the first DMG), I'm finding more opportunities for GW/D&D crossovers (when it finally happens). I'm not one of those Refs that would make magic inert in GW, or make technology inert in D&D. A sword that sheds magical-fire should work in any world you put it in.

When I dont what players to derail the adventure I have all setup for them, I just have the gate open to Hell until I have an alternative world setup for them. In the face of hellish lava pits, burning brimstone, and demons ass-raping the souls of the damned, they know their not ready for a detour (I let the player know before hand when I dont have another world ready, but this is the the final point I make).
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 PostPosted: Wed Sep 17, 2008 11:29 am Reply with quote  
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  Geiger
Teacher of Ancient Lore

Joined: 24 Oct 2006
Posts: 65
Location: Colorado

Once when this mutation was rolled, I decided that it lead to small pocket dimesions. Think of it as the subway station where Neo is trapped in the Matrix, start walking in one direction and end up where you started. Another time I just treated it as a vast (endless) plain with the mutant being psionically aware of where his trapped victims are at all times.
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