How do YOU use the planes?


log in or register to remove this ad

Well, I am having a hard time picturing them as dungeons, because they are rather open, and thus I more commonly treat them as countries, cities, and wilderness areas.

How I do use them in my River of Worlds campaign is a bit like how worlds are used in Star Trek or Farscape -- a fresh done of strangeness for the players to explore and/or escape the implications of.
 
Last edited:

They're all about philosophy for me - people taking actions because of what they believe in. I don't use much of a dungeon feel when at all possible.
 

Strange places where humans don't really belong.

Shortcuts to other Prime locations.

Location of the ultimate prisons and treasure-tombs.

Tales told by Elves to frighten young races into good behavior.

Mysteries burried in hostile environments filled with unfriendly (or at least hungry) fauna, and sometimes also flora.

Places low-level PCs cannot safely go, and where high-level PCs fear to tread.

-- N
 

I've almost never actually used them at all. They're a place where extraplanar things come from, a distant mysterious place rather than somewhere people might want to go. That's probably partly reflecting the highest levels of adventure that I've been involved with recently though - there's every possibilty that I will use them if and when I do run something for characters with levels in the double figures.
 

Galeros said:
Ok, so how do you use the planes in your game? For me they are just big extraplanar dungeons. I like them the best that way. :)
Some of them could be big extraplanar dungeons. But, in general, I see the outer planes as the homes of the gods and generally I don't think of a god's home as a big dungeon.

I see the inner planes as being somewhat similar to the physical universe, but consisting of predominantly one element (i.e. imagine the whole universe filled with fire). So, except for the plane of earth, I really don't see those as dungeons either, and the plane of earth I see as maybe having some dungeon-like tunnels, but taking up such a tiny portion that it's mostly not dungeon at all.

And I kinda leave the transitive planes out of things, it's just easier on my brain.

Dave
 

I've ran whole campaigns there, but in my current campaign the planes are what they really are...heaven or hell. It is the final destination for all things living, sorted by belief. My party has sought refuge in a large arcane stronghold with many portals and connections to other planes and are wrestling with the scale of it all. I play that it is a lot easier to get to the planes than it is to get back to the prime, so they are a little scared or intimidated by planar adventure, which is what I was after...too many stories about time displacement and getting stranded far away from home.
 

In my games, the Planes are exotic places to visit, some plot devices to bring in creatures and concepts that could not exist within the campaign world, and so on and so forth.

When the plane traveler looks at the ethereal sea, what s/he sees is actually what he wants to see. Which then is communicated to other people when this traveller returns, people who travel, some of them seeing the same thing, some others not, which means that even though the image of the ethereal sea and mist and ships is something of a common tale, this isn't the only one told by plane travelers.

I also think that the planes aren't just "space", but "space+time+potentialities". What do I mean by that? There's isn't just "one" material plane. There is an infinity of different material planes. My meta-cosmology assumes there are several multiverses and all possible worlds do exist. In fact, to take a particular world as an example, there isn't just a single Praemal but an infinity of them with different alternative histories. Then there is an infinity of Greyhawk, and an infinity of Forgotten Realms etc.
 

I don't.

Well, technically we have to use the "ethereal plane", since that is the "place" you go when you use certain spells, but other than that humans (and other attendent terran-based sentient species) simply do not travel to such planes until they die.
 

Just about whatever I need at the time for my game.

A dungeon? Sure, I've used Pandemonium tunnels for that. Intrigue? Constantly. Philosophy? Planes falling into other planes have been some great adventures. Mystery? This is one of my favorites, as anything can happen on the planes. And so on and so forth.
 

Remove ads

Top