Shemeska
Adventurer
As much as possible.
Two campaigns, five years, and over a thousand storyhour pages later, I adore the planes.
In my conception, the Outer Planes are infinite stretches of reality where abstract alignments take physical form, morality congeals into something concrete, philosophies are made manifest, and where, above all else, belief is power.
The Astral is the realm of pure, unfocused thoughts, memories, and the literal backstage of the outer planes. The Shadow plane is a dim, warped reflection of the prime material, and the Ethereal is the realm of raw potential, a bubbling froth of mist and protomatter where demiplanes float to the surface like bubbles atop an ocean whose depths might hide the entrances to other multiverses.
And then the Inner planes and Energy planes... matter, substance, places where belief holds no sway, where the building blocks of physical reality reign supreme.
The planes are anything -but- big extraplanar dungeons with big extraplanar monsters waiting to fight powerful mortals. There's no extraplanar particleboard and plastic clown holding up his extraplanar hand telling mortals that they must be X level or higher before they can go through some portal and get on some extraplanar ride. Not at all.
However... while there's nothing saying that low level PCs can't venture out onto the planes... many of them are inherently hostile. You won't be traipsing around random layers of the Abyss, or making a snowman on Gehenna's third layer, not if you expect to live. Of course not. But if you know your place, and you don't take some Lawful Stupid 'I'm an Exalted paladin and fiends must die, let's go crusade on the lower planes, Haha!' then you'll be fine. Use some sense and the planes won't require you to be some X level of experience to use them as viable places for campaigns. Know what you can and can't handle, and treat the planes on a more metaphysical level, acknowledging their place in the multiverse, and you're in for a treat in terms of the depth they can add to a campaign.
Two campaigns, five years, and over a thousand storyhour pages later, I adore the planes.
In my conception, the Outer Planes are infinite stretches of reality where abstract alignments take physical form, morality congeals into something concrete, philosophies are made manifest, and where, above all else, belief is power.
The Astral is the realm of pure, unfocused thoughts, memories, and the literal backstage of the outer planes. The Shadow plane is a dim, warped reflection of the prime material, and the Ethereal is the realm of raw potential, a bubbling froth of mist and protomatter where demiplanes float to the surface like bubbles atop an ocean whose depths might hide the entrances to other multiverses.
And then the Inner planes and Energy planes... matter, substance, places where belief holds no sway, where the building blocks of physical reality reign supreme.
The planes are anything -but- big extraplanar dungeons with big extraplanar monsters waiting to fight powerful mortals. There's no extraplanar particleboard and plastic clown holding up his extraplanar hand telling mortals that they must be X level or higher before they can go through some portal and get on some extraplanar ride. Not at all.
However... while there's nothing saying that low level PCs can't venture out onto the planes... many of them are inherently hostile. You won't be traipsing around random layers of the Abyss, or making a snowman on Gehenna's third layer, not if you expect to live. Of course not. But if you know your place, and you don't take some Lawful Stupid 'I'm an Exalted paladin and fiends must die, let's go crusade on the lower planes, Haha!' then you'll be fine. Use some sense and the planes won't require you to be some X level of experience to use them as viable places for campaigns. Know what you can and can't handle, and treat the planes on a more metaphysical level, acknowledging their place in the multiverse, and you're in for a treat in terms of the depth they can add to a campaign.
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