Based on Quickleaf's request, here is a reboot of the PRP: Bytopia
OK, first, here is the link to the earlier thread
While not making the plane perfect, I did (based on some ideas thrown around) redefine Bytopia along these lines:
I made Bytopia the plane of both invention (Dothion side) and rugged pioneer spirit (Shurrock side)
The Shurrock side rewards people who venture into its wilds (usually to gather materials for Dothion's inventions) and those who endure hardships and dangers are rewarded by greater finds. Those who play it "too safe" in Shurrock find meager results. And while the Shurrock side may reward a lone miner panning for gold in a hard-to-access location; if someone sets up to an advanced operation to mine gold that is too organized or "too much civilization", then the occupants of this mining base will suddenly find the whole operation has been shifted over to the "civilized" side of Dothion.
While my vision doesn't improve the Dothion side; I do like what it provides for the Shurrock side:
-it WANTS to reward adventuresome spirits
-it generates environmental (difficult terrains, bad weather) and opponents (challenging monsters) to actually prove that the seeker/PC is "worthy"
-it prevents one from getting lazy (if you turn a mining site into a business, you're bound to find the whole site magically shifted to the "civilized" side of the plane (Dothion)
-of course, once a mining operation from Shurrock shifts to a location in Dothion (with no resources to mine); the occupants of the mining site are apt to leave which can ironically cause the resulting ghost town to become "too wild" and shift back to Shurrock (which can lead to adventures, as someone might hire the PCs to find his son who was poking around the Dothion ghost town when it shifted back to the Shurrock side with all the dangers inherent to that wilderness)
-Adventure idea: just because the settlement was deemed “too civilized” for Shurrock, it doesn’t mean that everyone/thing in it is civilized. Perhaps some wild beast (who was digging through their trash) got shifted to Dothian along with the settlement and it’s now rampaging (either due to being frightened by the new surroundings or due to the easy picking on the Dothion layer)
-This might partially explain the "We don't like adventurers" attitude (at least on the Dothion side) as locals might feel that if too many devil-may-care hire-swords gather in their town, the whole think might shift to the wilds of Shurrock and all of its challenges
I don't have any suggestions for improving the gnomish-ness of the Dothion side; but I'm open to ideas