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<blockquote data-quote="Oryan77" data-source="post: 3195956" data-attributes="member: 18701"><p>Everytime a planar thread pops up, I always hear someone say they think of the planes as being more mystical or dreamy (or whatever term to describe their version of the planes as being more <em>"special"</em>) then written, but I can never get a real explanation on this. I'm curious to know how people make them more mystical than they are now in a way that actually makes their planar game different than normal. I ask this question every time, and I still have never gotten an answer from the people that tell me their planar campaign is more "mystical" than mine. So I assume they are just full of themselves & if you run a PS game using the material from published books, your game is going to be as "mystical" or "dreamy" as anyone else's planar game.</p><p></p><p>Like others said though, "think big". </p><p></p><p>Don't hold back on any ideas. The stranger your ideas, the more it will make the players say, "Huh?" And that's basically what you want to go for in PS. Get your players saying, "That's weird".</p><p></p><p>Other than the obvious tips of adventuring in weird locations & playing up on factions & upper/lower planar conflicts, it really helps if you are good at roleplaying NPC's. My strongest point is probably creating interesting and different NPC's and then roleplaying them well. Every NPC should have a lot of personality. Be flamboyant & loud a lot. Most NPC's on the planes will be full of themselves & self-centered. And being a place where your beliefs are an important thing....people aren't usually shy about telling you what they think. A lot of NPC's are so powerful that they won't care how they treat PC's either. Show the players early on that they are small fish in a very big pond. But, as they become more powerful, let them start pushing back at NPC's more so the PC's can show they are big shots too.</p><p></p><p>Even if an NPC is a weird creature that doesn't have much of a personality (like a Thri-Kreen), describe his actions well. Describe his constant attempt at communicating (by clattering his mandibles for example) or his "take charge" attitude in combat (pushing the PC's behind him so he can protect them). You can give the NPC an odd habit that might annoy or amuse the PC's.</p><p></p><p>Another thing that really helps is to have different NPC's taunt the PC's by <em>name-calling</em> depending on what the racial status is between the NPC's & PC's. For example, any fiend is going to remind the PC's they are pathetic mortals by constantly calling them Mortals. Sahguagin or Aquatic Elves in the Elemental Plane of Water will always call the PC's Landwalkers or Air Breathers. Any Planar humanoid NPC will call any PC from the Material Plane a "Prime". Petitioners might refer to the PC's as Planewalkers. Faction members will refer to a newely arrived Prime as a Clueless...or if the PC is in a faction, the NPC will refer to them by their factions nickname (for example, "the Taker" or "the Bleaker"). The Sigilian Chant from the Planewalkers Handbook can arm you with plenty of taunts also.</p><p></p><p>Then, every once in awhile, do the exact opposite of everything I just said <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> That will give even more PS feel to the campaign. You basically want to keep the PC's imagination spinning.</p></blockquote><p></p>
[QUOTE="Oryan77, post: 3195956, member: 18701"] Everytime a planar thread pops up, I always hear someone say they think of the planes as being more mystical or dreamy (or whatever term to describe their version of the planes as being more [i]"special"[/i]) then written, but I can never get a real explanation on this. I'm curious to know how people make them more mystical than they are now in a way that actually makes their planar game different than normal. I ask this question every time, and I still have never gotten an answer from the people that tell me their planar campaign is more "mystical" than mine. So I assume they are just full of themselves & if you run a PS game using the material from published books, your game is going to be as "mystical" or "dreamy" as anyone else's planar game. Like others said though, "think big". Don't hold back on any ideas. The stranger your ideas, the more it will make the players say, "Huh?" And that's basically what you want to go for in PS. Get your players saying, "That's weird". Other than the obvious tips of adventuring in weird locations & playing up on factions & upper/lower planar conflicts, it really helps if you are good at roleplaying NPC's. My strongest point is probably creating interesting and different NPC's and then roleplaying them well. Every NPC should have a lot of personality. Be flamboyant & loud a lot. Most NPC's on the planes will be full of themselves & self-centered. And being a place where your beliefs are an important thing....people aren't usually shy about telling you what they think. A lot of NPC's are so powerful that they won't care how they treat PC's either. Show the players early on that they are small fish in a very big pond. But, as they become more powerful, let them start pushing back at NPC's more so the PC's can show they are big shots too. Even if an NPC is a weird creature that doesn't have much of a personality (like a Thri-Kreen), describe his actions well. Describe his constant attempt at communicating (by clattering his mandibles for example) or his "take charge" attitude in combat (pushing the PC's behind him so he can protect them). You can give the NPC an odd habit that might annoy or amuse the PC's. Another thing that really helps is to have different NPC's taunt the PC's by [i]name-calling[/i] depending on what the racial status is between the NPC's & PC's. For example, any fiend is going to remind the PC's they are pathetic mortals by constantly calling them Mortals. Sahguagin or Aquatic Elves in the Elemental Plane of Water will always call the PC's Landwalkers or Air Breathers. Any Planar humanoid NPC will call any PC from the Material Plane a "Prime". Petitioners might refer to the PC's as Planewalkers. Faction members will refer to a newely arrived Prime as a Clueless...or if the PC is in a faction, the NPC will refer to them by their factions nickname (for example, "the Taker" or "the Bleaker"). The Sigilian Chant from the Planewalkers Handbook can arm you with plenty of taunts also. Then, every once in awhile, do the exact opposite of everything I just said :p That will give even more PS feel to the campaign. You basically want to keep the PC's imagination spinning. [/QUOTE]
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