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<blockquote data-quote="WizarDru" data-source="post: 984210" data-attributes="member: 151"><p>In my game, planar travel is common (as you might expect it to be, by 20th level). However, there are several things you can do to control it. La Bete suggestions are good ones, and definitely ones to consider.</p><p></p><p>For my players, planar travel is, for the most part, undesirable. Other planes are generally unpleasant, alien or too hostile to consider long term stays. The players have made a sales contact in Sigil, and two of the players are fairly well-versed with the City of Doors...but none of them would want to live there, full time. The City of Brass was an interesting diversion, but the same applies. </p><p></p><p>They have far too many ties (friends, enemies, lands, families) to the prime material to want to leave it, and they have little to no power off-plane, comparatively speaking. On the Prime, they're some of the most powerful beings alive...on the Elysium Fields or the abyss, they're just powerful interlopers.</p><p></p><p>The trick is to make sure that the other planes are different, and a little uncomfortable, at least for some. The cleric considers the Elysium Fields to be a paradise, and looks forward to spending his days there. The wizard, rogue and druid have no such desire, and some find it very constricting. The rogue and wizard love Sigil, but the Paladin finds it distasteful and the druid nearly had a series of fits while there. And so it goes.</p><p></p><p>One trick is to make sure and vary the rules from plane to plane, especially with use of more obscure layers of the outer planes, and custom demi-planes that are far more unpredictable. Sure, the alienist knows the rules of engagement on the elemental plane of Fire...but what about the Demiplane of Durance Vile?</p><p></p><p>In short, planar adventures, if handled well, can be a lot of fun. But they also need to be used with restraint, or players will burn out on them.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 984210, member: 151"] In my game, planar travel is common (as you might expect it to be, by 20th level). However, there are several things you can do to control it. La Bete suggestions are good ones, and definitely ones to consider. For my players, planar travel is, for the most part, undesirable. Other planes are generally unpleasant, alien or too hostile to consider long term stays. The players have made a sales contact in Sigil, and two of the players are fairly well-versed with the City of Doors...but none of them would want to live there, full time. The City of Brass was an interesting diversion, but the same applies. They have far too many ties (friends, enemies, lands, families) to the prime material to want to leave it, and they have little to no power off-plane, comparatively speaking. On the Prime, they're some of the most powerful beings alive...on the Elysium Fields or the abyss, they're just powerful interlopers. The trick is to make sure that the other planes are different, and a little uncomfortable, at least for some. The cleric considers the Elysium Fields to be a paradise, and looks forward to spending his days there. The wizard, rogue and druid have no such desire, and some find it very constricting. The rogue and wizard love Sigil, but the Paladin finds it distasteful and the druid nearly had a series of fits while there. And so it goes. One trick is to make sure and vary the rules from plane to plane, especially with use of more obscure layers of the outer planes, and custom demi-planes that are far more unpredictable. Sure, the alienist knows the rules of engagement on the elemental plane of Fire...but what about the Demiplane of Durance Vile? In short, planar adventures, if handled well, can be a lot of fun. But they also need to be used with restraint, or players will burn out on them. [/QUOTE]
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