Worlds Within Worlds
Basic Set: Campaigns · p.521
Open source p.521In this model, realities are nested
one within the next – like the layers of
an onion. Alternate worlds or inter-
penetrating planes might exist on a
more-or-less equal footing at some lev-
els of this hierarchy, but the truly
important events in the campaign
always involve movement up or down
the hierarchy, not across any one level.
This structure lets the GM hide
secrets within secrets, and offers a
classic explanation for many super-
natural powers and beings: “They
come from a higher plane.” As a
result, it is well suited to multiple-real-
ity campaigns with a strong supernat-
ural flavor.
Example: A fantasy campaign takes
place in a fairly ordinary physical real-
ity – a world with mountains, oceans,
stars in the sky, etc. “Inside” this world,
there is a phase called the Ethereal
Plane; this explains magical effects
such as teleportation and walking
through walls. Surrounding the physi-
cal world is an inner void: the Spirit
World, realm of ghosts. The Spirit
World does not overlap the physical
world; instead, it is a layer that dead
souls (and powerful wizards!) must
traverse on their way to an outer void
known as the Astral Plane. The Astral
Plane, in turn, allows travel to the alien
“physical” realities of demons, gods,
and other higher powers.