Monday 2 October 2023

On Being Unimaginative and Failing to Follow Through

For complicated and not entirely explicable reasons (which include the most small 'c' conservative PC in the group voting whimsically to go through a known interplanar portal along with the party's confirmed nutcases), the PCs in my regular campaign ended up in the Quasielemental Plane of Lightning in last week's session.

Needing to actually now devote a level of thought to the contents of this plane where previously there was a very brief sketch, I turned to the old Planescape splatbook, The Inner Planes, to see what it might have to offer. 

I was disappointed. But this is not an unfamiliar feeling where Planescape is concerned. I loved the setting as a 12-year old, because it was so genuinely different to anything else that I had previously encountered, because of Diterlizzi's wonderful art, and because at the level of broad brushtrokes it was indisputably highly imaginative: an infinite plane of radiance! An infinite plane of the natural world, writ large! An infinite plane of technological pursuit of war! An infinite prison! The ambition that is hinted at, and the larger-than-life scale of what is depicted, is still inspiring to me as an exercise in demonstrating what 'fantasy' can be thought to mean. And I treasure the original boxed set that I have in my possession accordingly. 

But the reality is that Planescape is a tease. At the level of implementation, it is not imaginative at all: it is humdrum and dull - inspiring only by accident. Lacking the creative tools to do anything with the setting, the authors only ever seemed to come up with practical results that were barren and inert, leaving the individual DM to do all the imaginative heavy lifting. For all that the line presents itself as the apotheosis of TSR's imaginative flair, in truth it is in its own way as banal as the Forgotten Realms. 

The Inner Planes and its treatment of the Quasielemental Plane of Lightning is a case in point. Here we have something that could be mindblowing: an infinite plane of pure storms. What could live in such a place? What could happen within it? What would its politics, its economy, its society resemble?

In the hands of Monte Cook and William W Connors, though, the answer is: we don't know, except insofar as it is not very interesting. The lack of intellectual energy and commitment in the prose is itself striking: 

'In appearance, this quasiplane resembles the Elemental Plane of Air that sired it, but rather than endless blue skies, it holds nothing but black storm clouds that rumble with thunder and flash with inner fires (heat lightning). Janison's treatise Planar Energies descibes "bolts of lightning and balls of energy dancing amid the billowing, threatening clouds".' You don't say. 'The Grand Archives of the Fraternity of Order list a total of 143 portals leading to and from [the plane]...' it goes on. 'Rumours speak of individuals struck by powerful discharges of lightning - whether from a storm, a magical item or spell, or the breath of a dreagon - who were transported [there] as a result. This seems highly unlikely to the scientific mind, but as we all know, each rule has exceptions and loopholes, so it could be possible.' Later on, we learn that 'Although the quasiplane...is not without life, most of it is difficult to discern, since it resembles the lightning of the realm itself. Some theorists have speculated, in fact, that all lightning in the quasiplane is alive somehow...This is far from being proved true, however, and most still assume that the majority of the lightning seen here is nothing more than it seems (which makes it no less incredible or worthy of study).' Later still, the ghost is given up entirely: 'For all their somewhat chaotic nature, the creatures that populate Lightning do not seem to value individuality, as few single beings stand out from the proverbial crowd...The vast majority of the quasiplane is little but one storm-cloud after another...For some reason, the natives of the Thundering Realm rarely conflict at all....Records of travelers journeying to the quasielemental plane of Lightning are extensive, but they provide little consistent explanation as to the nature of their stay.'

What on earth is this? The text should be fizzing with ideas that the DM can use for adventure hooks and weird and wonderful content for him to riff on. Instead, the laziness on display is almost palpable. It is phoned-in. It is padded out. It is verbiage for the sake of it. It is words written to fill space. Its tone is almost insultingly flat. 

And the substance itself gives one nothing to work with. It's not that there are no ideas in the text at all - some of them are even quite good. It seems, for example, that near the neighbouring plane of Ice, there exist floating icebergs made from frozen stormclouds, and imbued with inner radiance; another interesting idea is the existence of beings which live and reproduce inside lightning bolts. The problem is that what ideas there are are simply cast before the reader like chaff, without any help with implementation - mere fluff, with nothing to crunchify it.

It should hardly be surprising that if I had been writing the book I would have approached it from entirely the other direction, producing a method by which, through the use of random tables and the like, the DM could actually build up a campaign region within his or her chose plane: in this hex is a stormcloud-berg, and here are a set of tables to generate its inhabitants and some adventure hooks; in that hex is a floating chunk of earth that has strayed in from the respective plane, and here is a way to find out what lives on it; and so on. But the book advances no such method. It is the lightest of salads.

The broader problem is that, wedded to their broad brushstrokes-project and therefore wishing therefore to always be innovative, the authors of products like The Inner Planes neglected the vast back catalogue of TSR lore, to the great detriment of the usability of their products. It should be plainly evident to anyone, for example, that the Quasielemental Plane of Lightning would be the abode of storm giants, blue dragons, tempests, and all the other existing D&D monsters who would naturally call such a place home. Thinking how standard D&D races such as humans, orcs, elves, etc. would make their homes in such a place would also be in itself an interesting creative endeavour and produce vastly more usable content. But, wishing to be fresh, the authors ended up producing something that is only ephemeral and insipid; this could indeed, sadly, be Planescape's motto. 

29 comments:

  1. Denizens of some other planes would use the quasielemental plane of lightning as a giant battery, via portal, through the MIRACLE OF SCIENCE! Elsewhere, we find the "lightning eaters"; spaced-out, twitching addicts cruising though the static-charged clouds in their dilapidated skyboats and threadbare carpets.

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    1. This is hinted at in the text but....not followed through.

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  2. That gunk reminds me of nothing so much as GPT product. The vagueness and mediocrity and pseudo-neutral ersatz academic textbook tone are something those LLMs do really well.

    This blindness to the playability of material presented in RPG sourcebooks is really a fascinating, and depressing, phenomenon. There are so many games that are, on some level, full of promise, but if you went through all 256 pages of the book with scissors, picking out the sentences that actually give you something playable, you'd end up with barely a 16-page booklet.

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    1. Yes, exactly the kind of thing people talk about when they say the danger is not ChatGPT replacing us but us becoming more like ChatGPT.

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  3. This post speaks to me. Even within the constraints of a mass-market product, pay-per-word, etc., the elemental plane writing across writers and editions feels unusually phoned-in.

    Have been slowly but surely doing my own write-ups on the quasi-elemental planes to fill this gap - nothing immediately gameable yet, but aiming to provide more interesting/imaginative material on which the more gameable stuff could be based:

    https://archonsmarchon.blogspot.com/2022/06/the-quasi-elemental-plane-of-steam.html

    https://archonsmarchon.blogspot.com/2023/02/the-quasi-elemental-plane-of-salt.html

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  4. 5e planescape releases soon (or is it out already?) And I imagine it will all read like this, but with a list of new player features that break the game and some stupid addition that sparks a culture war controversey.

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    1. I saw the pitch for 5E Planescape. Their big selling point seemed to be "Hey, Sigil is a city where you can visit a bakery run by an angel, next to a shoe-shine boy devil, and they don't fight! Isn't that cool?" And I'm thinking, no. Why would eternal beings need to toil in a capitalist-lite mercantile system?

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    2. Yes - there's just an unwillingness to actually think through the implications of anything.

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  5. Thor and Zeus and Raijin and Indra (or local reflections thereof) spend their days having lightning-bolt-hurling contests, betting some sort of higher plane stuff (ambrosia, souls, whatever) on who throws furthest, brightest, or loudest. They are sometimes known to invite travellers to join their game.

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    1. Or is this where real-world storms come from?

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  6. About fifteen years ago I ran a Planescape-inspired 4e campaign (yeah, I know...) where the PCs were sent to the quasi-elemental planes of Dust, between the negative energy plane and the elemental plane of earth. My take on it was a huge desert of dust, filled with Ozimandias-esque ruins of past empires and lost history sticking out. The black sun in the sky was actually the plane of negative energy, who's dark radiance made everything slowly crumble away. In it there was a lost pyramid where a villain lich-mummy astrologer created a great lens through which he could study the dark plane, which doubled as a focusing lens that turned the sun's light into disintegrating rays which he shot at anyone trying to come too close or climb the sides of the structure. The pyramid itself contained undead clerics summoning demons, some open challenges like a time-frozen gorgon iron bull stuck forever seconds from trampling an NPC, a telescope you could see the past through to get hints for overcoming challenges, cursed treasure, zombies filled with rot grub swarms, a rival dragonborn mercenary group equipped with invisibility potions looking for the astrologer's crown (filled with trapped souls) and a bunch of other stuff. There were dust storms driven by angry ghosts of past empires, Azer merchants passing through wich could sell Stone-to-Flesh potions that could delay the disintegrating effect of the negative energy plane / sun, a lost steampunk-style lightning ship that crashed there, some forgotten tombs, etc.

    This was all born from me trying to utilize the Planescape materials and finding them extremely lacking.

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    1. These are all really cool ideas too! Makes you wonder if this is what the gamers are coming up with, what's holding the professional writers back?

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    2. My take on it is that the professional writers don't game enough. How much of what's out there been property playtested? Also, most corporate writers (at Paizo and WotC) are very constrained by cowardly corporate culture, tight deadlines creating time pressures, and meagre payment that weeds out the good writers and pulls in more inexperienced ones trying to build a resume forst and foremost . Compare that with hobbyists that don't *need* to write but do it for the enjoyment and love of the game, and the difference is striking.

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    3. @Shahar, all those points are probably true, but I don't know if that explains it. It may simply be that we aren't the target audience. D&D, whether 2E Planescape or 5E, has always had one eye on the quasi-elemental plane of mainstream. As such, it may be that a lot of the writing is geared towards the lowest common denominator of (younger) gamer.

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    4. I like that Plane of Dust idea. And I agree with your assessment of the reasons for blandness. Professional RPG writers are usually writing to tight deadlines, for people who don't really 'get it', and usually what they are writing is not what they are genuinely passionate about but what they have been asked to do. Not ideal circumstances in which creativity can flourish.

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    5. You are giving these particular designers too much credit.

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  7. I've been exploring this via #dungeon23, and at the start of September starting detailing the Demonic Plane of Rust from the Fighting Fantasy Abyss-analog known as the Pit, doing a variety of general locations with adventure seeds and more specific encounters to run alongside regular random encounter tables. Using the Advanced Fighting Fantasy 2E rules, I'm not sure how balanced things are rules-wise, but it has been a very enjoyable creative writing exercise. The posts started here:

    https://fantasygamebook.blogspot.com/2023/09/month-9-demonic-plane-of-rust.html

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    1. I like the basic idea of the Abyss in D&D/Planescape very much. An infinite number of levels, all very different from each other, but all horrible.

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  8. Could add a splash of Stardust (2007), a corny but entertaining little fantasy adventure film. Lightning-harvesting airships, lightning bottles, boarding actions, sky pirates...

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    1. Is that the one with the Take That soundtrack?

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    2. Oh Lord, I'd forgotten about that.

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  9. The planes as a whole are not places that ever should be wholly comprehensible. They are meant to be an infinite horizon, and even hyper-powerful mortals can do little but scratch at their surface. But to describe such an environment and to portray it is another matter entirely.

    Planes should allow for jaunts, relatively short expeditions, always frought with strange, transcendent peril. They were never meant to be inhabited by men permanently. Anyone doing so risks either destruction or irrevocable change. Huso does something like this in City of Brass. Even though you are among the most powerful, you are an interloper in a domain that is far beyond you. Your best bet is to play cautiously, come away with a smattering of infinite riches, and depart before you outstay your welcome.

    Ideas for a plane of lightning.
    1. Ancient power plant, constructed by dead race, inhabited by deranged constructs awaiting the return of their creators.
    2. Ritual combat between storm lords and lightning barons, PCs are asked to serve as champion for one of the Lightning Elemental Princes or pay the penalty for trespass.
    3. Labyrinth of Clouds, lightning storms, energies, requiring gaseous form, polymorph and other transmutations to fully conquer. Contains mad oracle.
    4. Skiff of clerical dwarves seeking to trap lightning elements for thunderbolts.
    5. Bizarre predator of rubber, superconducting wings, faraday cage jaws.
    6. Floating rock, using abundant electricity to catalyse rare elements. Dwarf inhabitants sell wondrous materials and goods but keep to themselves (serve malevolent power). Nasty catch often included.
    7. Godling of storms demands PCs go on a hunt for the Storm Bird, bringing him a feather for its favor.
    8. Floating rock contains hermit, reformed archmage of an evil prime empire, still hunted.
    9. Unscrupulous cabal of astrally projected sages running ill-conceived super-weapon project for pan-planar league of worlds. The gigantic metal monster's resemblance to various apocalyptic monsters of prophecy is scoffed at and haughtily dismissed. One awakened, it can only be shut down from inside.
    10. Highly energetic goddess of lightning and beauty seeks a lover that does not vaporize at her touch. Demands PCs assist to atone for trespassing.

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    1. See? If you or I can do these things, why can't a TSR or WotC person?

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    2. The massive decline in ability and adventure writing craft currently affecting the OSR seems to indicate that such a thing is harder then it seems. And yet people that do 'try' to get good get good very quickly because people before them have tried things out and extracted what works.

      I'd venture to guess that the first thing is you have to play frequently, even if your ideas are good. TSR by now was drifting away from the essence of their craft, which lies in praxis. Even mediocre efforts can yield great fruits if they are directed towards the proper goal. All of this is distorted by the profit motive. We see it again now.

      I say this as I edit once more my high level adventure, a behemoth, a once extinct species of giant condor once again taking to the skies for no other reason then obsession, free of vulgar motives.

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  10. A party IMC once went to the Quasielemental Plane of Lightning. They were seeking aid against the Lords of Iron (who were really the Lords of Electromagnetism, the nobility of the shockers). And yeah, there wasn't a lot of interesting detail on the plane. The party ended up not taking enough rations along and had to survive on the produce of a Zagyg’s Flowing Flagon. Good times!

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  11. Yeah, they were no Gygax, nor Zack Smith. %((
    And, of course, they also didn't bother to look into earlier products of said Gygax - probably because it would clearly show to themselves how lacking they were. :(( Though this is common with big franchise-holding corporations, even Lucas wasn't immune. Seems bit strange as it would be a simple procedure to establish, not even requiring much thinking from bosses...
    Mike

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