I really love the idea of plane-hopping characters. I have the 2nd edition AD&D Planescape box set, the 3.0 Manual of the Planes, and the 3.5 Planar Handbook. (Also Malhavoc Press' Beyond Countless Doorways.) I adore the descriptions of the various planes, the interesting racial and class options, even the factions for Sigil. But... how do you play a planar adventure? What sort of things do you do, particularly at low levels?
Is it even possible to do a Planescape-style adventure at low levels at all? If you're low-level, you lack the strength to survive being on some planes at all, just due to certain planar environments. I know you could avoid sending the PCs to, say, the Elemental Plane of Fire until they were tough enough to handle that, but even without such blatantly destructive planar destinations, there are quite some doozies. You also have no options of independent plane-hopping - you would sort of have to hope you have a patron that would taxi you about, unless I missed something.
Are there certain types of plots you can do in Planescape that you can't do elsewhere? What kinds of unique adventures do you have plane-hopping that you couldn't have on the Prime Material? If it primarily the exoticness of the various settings that's used to energize your usual plots? (Because I could see a typical Quest For the Magical McGuffins being more interesting if you're crossing into different planar domains.)
What other considerations do I as a DM have to think about for adventuring across the planes?
Is it even possible to do a Planescape-style adventure at low levels at all? If you're low-level, you lack the strength to survive being on some planes at all, just due to certain planar environments. I know you could avoid sending the PCs to, say, the Elemental Plane of Fire until they were tough enough to handle that, but even without such blatantly destructive planar destinations, there are quite some doozies. You also have no options of independent plane-hopping - you would sort of have to hope you have a patron that would taxi you about, unless I missed something.
Are there certain types of plots you can do in Planescape that you can't do elsewhere? What kinds of unique adventures do you have plane-hopping that you couldn't have on the Prime Material? If it primarily the exoticness of the various settings that's used to energize your usual plots? (Because I could see a typical Quest For the Magical McGuffins being more interesting if you're crossing into different planar domains.)
What other considerations do I as a DM have to think about for adventuring across the planes?