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<blockquote data-quote="BSF" data-source="post: 2794283" data-attributes="member: 13098"><p><strong>Planar Interactions</strong></p><p></p><p>One thing that hasn't been a particularly strong element in our games has been planar travel and interaction. Obviously the Agents of the Gods campaign is delving into planar aspects, but the focus is still very much on the material plane. </p><p></p><p>Planar travel can be interesting, but it isn't particularly necessary. It is quite possible to play without ever invoking planar elements. Or to minimize their impact greatly. Many games that include the planes include the default 'Wheel' cosmology of D&D. This is OK, but it isn't one I particularly appreciate. It allows for some types of planar interactions, but not others. Which is why I hodge-podge my own planar cosmologies together. </p><p></p><p>The thing is, it is easy to design a poor cosmology, but not realize it until after you find out what kind of game you want to run/play in. Which is why I am asking in advance. How much planar activity would you like to see in a game? None, a little, a lot, it's all about hopping the planes? You get the idea. If I am going to put together a campaign specific document, it makes sense to include all the changes to spells and the like at the beginning of the campaign. So what would you like to see?</p></blockquote><p></p>
[QUOTE="BSF, post: 2794283, member: 13098"] [b]Planar Interactions[/b] One thing that hasn't been a particularly strong element in our games has been planar travel and interaction. Obviously the Agents of the Gods campaign is delving into planar aspects, but the focus is still very much on the material plane. Planar travel can be interesting, but it isn't particularly necessary. It is quite possible to play without ever invoking planar elements. Or to minimize their impact greatly. Many games that include the planes include the default 'Wheel' cosmology of D&D. This is OK, but it isn't one I particularly appreciate. It allows for some types of planar interactions, but not others. Which is why I hodge-podge my own planar cosmologies together. The thing is, it is easy to design a poor cosmology, but not realize it until after you find out what kind of game you want to run/play in. Which is why I am asking in advance. How much planar activity would you like to see in a game? None, a little, a lot, it's all about hopping the planes? You get the idea. If I am going to put together a campaign specific document, it makes sense to include all the changes to spells and the like at the beginning of the campaign. So what would you like to see? [/QUOTE]
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