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#21 |
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Join Date: Sep 2006
Location: SF Bay Area, CA
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Fair enough. I guess my point is that this thread so far has nothing to do with GURPS so far as the discussion could take with respect to *any* fantasy-esque RPG, thus making it a General discussion.
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#22 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Except the originality poster did't say that he said he was interested it in the terms of Dungeon Fantasy, a GURPS line (that what the [DF] in the title means)
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#23 | |
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Join Date: Jul 2006
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It's where all the prayers come from. Prayers and faith are how gods become divine and grow in divine strength in a good old-fashioned D&D-type universe.
Quote:
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#24 | |
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Join Date: Sep 2006
Location: SF Bay Area, CA
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Quote:
That said, I'll stop being a curmudgeon and just ignore this thread. :) |
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#25 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Quote:
If he wants to use Gygax's ideas for D&D in his GURPS game, the game police aren't going to arrest him, but he isn't going to get an official blessing from Kromm either. As usual, I'm really perplexed as to what he wants. In my current (non-DF) game, there are at least four planes: Our universe.
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#26 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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#27 | |
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Join Date: Nov 2006
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Quote:
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#28 |
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Join Date: May 2005
Location: Lynn, MA
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Three Reasons why the Prime Material Plane is Important.
Location, Location, Location! Maybe cosmology say's it's in the "middle"... It has all the stuff! That's pretty big. Everyone's gotta cross through to get around. Or maybe its just close to the easiest "crosswalk" and it's not hard to wander off of into "our" world. Or maybe they're not really real, they're just essential representations of our world scattered out like the light of our world passing through a prism falling out into the inter-dimensional dark... The Prime is really important, because it is the one we play in. Probably why we refer to it as "Prime." I've never really used other planes, I've never seen the attraction. I've had plenty of panachronic fun, but never to the elemental plane of BO-RING (Sorry, I had to, it made me chuckle) I adore world hopping, but most of the old D&D Planes stuff was just, for me, unfun. |
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#29 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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I like the elemental planes as merely a subset of platonic like ideals.
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#30 |
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Join Date: Nov 2009
Location: GMT-5
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I get what thulben and sir pudding are saying. The term "Prime Material Plane" is nothing but a technical D&D term. It's all but meaningless elsewhere AFAIK. It is not unlike asking about Magery on the D&D forum or muggles on the LotR forum. And while Gurps is certainly able to handle gygaxian cosmology, it is by no means the default cosmology for GURPS DF as the OP's first paragraph seems to suggest. /curmudgeoning.
I've never had a Prime Material Plane in GURPS DF. I've had one material plane and one spirit plane. And I've had one material plane and two spirit planes. In non-DF GURPS games I've sometimes had multiple material planes but none of them were considered prime. Before I got into GURPS, I ran probably over a hundred games. Many of them had multiple material planes. And in some, one of the material planes was considered more central or in some cases, more real. So in these instances, there was a Prime Material Plane if you will. And I've played D&D. As an attempt to answer the OPs question, I'll say that in the games where there was a PMP, it was "so important" because it was somehow more central or more real. In my view, the PMP is important by definition. It is Prime after all. Whatever makes it stand out as prime in your cosmology is what makes it important. Some ideas on what might make a material plane "prime":
Last edited by Edges; 03-31-2012 at 05:18 PM. |
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