Shadowrun Play > Rules and such

(6E)Metaplanes?

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funkytim:
Are there any source books or adventures that deal with the metaplanes?  They mention them briefly in Street Wyrd and even talk about metaplanar quests but don't really tell you how to do them.  Would it have to be an all mage party or solo adventure.  Summon a great form spirit with astral gateway (another thing the rules are vague about)? 

Wakshaani:
Older books have more information, but 6E hasn't really dealt with them yet.

Short form: There's the Astral around Earth itself, which is connected to a bunch of related areas (like the Elemental Metaplanes), most of which you can access with a lot of work.

Then there's a great chasm that separates the Near Astral from the Deep Astral. Past the Chasm, things get … weird.

Reaver:
Generally, metaplane adventures are for the aeakened...

However, there are ways (and risks) that mundos can get to the metaplanes.







God help you if you take them.

MercilessMing:
Collapsing Now has some information on them as well, with the whole Missing Soldier and alchera things.  But it's not the basic setting info that Street Wyrd should have had.

Stainless Steel Devil Rat:

--- Quote from: MercilessMing on ---Collapsing Now has some information on them as well, with the whole Missing Soldier and alchera things.  But it's not the basic setting info that Street Wyrd should have had.

--- End quote ---

Arguably... metaplane info can safely be reserved to the advanced magic expansion book (whatever the 6e equivalent to Forbidden Arcana will be).  I like that they took a chance on including spell design chapter... adding that meant other stuff wouldn't be in Street Wyrd... it's all subjective opinion of course whether that gamble paid off.  I like that they at least tried changing the "formula" up a bit... pun intended :)

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