kigmatzomat
Legend
Oryan77 said:I'm curious about something.
Whenever someone describes their method of using the planes, people throw around words like, "philosophy, belief, metaphysical, reflecting, manifestation, symbolism, ect". But how is this different than running a prime campaign? I always see people say they use the planes as a more thought provoking mechanic than just a typical adventuring mechanic
Well, let's take a generic Plane of Law. It has various residents that reflect the inherently lawful aspect of the plane. Here, what is done is sometimes less important than how it is done. Saving a person in an impulsive fashion is worse than ritualized torture and dismemberment (impulsive=chaotic, ritual=order). Locals may react to Neutral Good as if they were chaotic evil and will find a Chaotic person to be completely incomprehensible.
Other "world on its ear" scenarios exist with the alignments. Elemental planes are odd from a laws-of-physics standpoint but otherwise comprehensible. Concept planes can be worse.
IMC, concept planes have some primal theme. The Plane of Life teems with vibrant energy. Unfortunately, it has downsides. There's no death. No big, right? Try eating a steak when it keeps wiggling. Find yourself riddled with minor parasites that consider you to be a wiggling steak that your immune system would normally kill off. Unpleasant, isn't it.
Concept planes with "lofty" ideals tend to influence sentients, which can be very disorienting and hard to roleplay. I tend to treat it as a Control Emotions spell in continuous effect and encourage the players to do their best, usually with notes and the like.
I don't use them often as the players are smart enough to realize that they are Prime material beings with aspects of all the outer planes and are best suited to their home realm.