Planar adventuring

Adventuring on the planes: I use...

  • D&D 3.X rules and supplements (Planar Handbook, Manual of the Planes) exclussively

    Votes: 30 27.8%
  • Old Planescape accessories converted to 3.X (includes use of said books for fluff only)

    Votes: 44 40.7%
  • AD&D rules and supplements (Planescape) exclussively

    Votes: 3 2.8%
  • Other (I will explain below)

    Votes: 31 28.7%

I've thoroughly devolved back to EGG's article Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D, adding inspired or complementary details from Supplements III and IV, and touches of things that I like from other sources (devils, from the OAD&D MM, some of the themes from JG's Wilderland's products, Dante-esque touches, nods to things dreamt up by de Camp, Moorcock, and esp. REH and HPL) all topped off with bits lifted directly from Greek and Norse myth.

Essentially, I guess, I went back to the ground basics and built up again something that gave me exactly what I wanted.
 

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All of the above, plus stuff from Malhavoc, Elric/Stormbringer, Kult, WoD and my own diseased imagination, all rolled into one hideous amalgamated whole.
 

I use a combination of Portals (Forgotten Realms specific), Portals & Planes, Dm's Directory of Demiplanes, Planescape and Manual of the Planes (3rd Ed).
 

Other. As in "all of the above and more."

The substrate of my campaign is the River of Worlds cosmology in FFG's Portals & Planes. I also use as much of Portals & Planes as possible... the plane generation rules and portal rules are great!

I use planes/world from Beyond Countless Doorways, Classic Play: Book of the Planes, DMs Directory of Demiplanes, and Book of Eldritch Might. I also use factions from Book of the Planes as well as Ari's Planar Factions. (I use Sigil factions as pre-faction war, but I incorporate some planescape and the other factions as being prominent at other "planar crossroads" -- see below.)

I do use the great wheel/outer planes, I just don't limit it to that. For outer planes, I still use 2e planescape boxed sets. I use MotP and Sigil, and the mechanics in the Planar Handbook (esp. Substitution levels, which help fit characters to the game.)

To me, Sigil is not the hub of the universe. To me, it's just one of many "planar crossroads." I use the old idea that cities spring up where modes of transportation change. So I am trying to conceive cities that express this in reference to the plane. That is, great planar cities spring up where transitive planes or other modes of planar transport meet.
 
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I use a combination of 3e and past editions. Particularly the 3e Manual of the Planes and the Planescape Boxed set.

Extraplanar adventures are some of my favorite to run, but I haven't gotten a chance to run one in a while.
 


I too use stuff from all editions, including Planescape, which is a great source for fluff. If needed I convert rules to 3.5 edition.
 

I use the 3.0e Manual of the Planes, and my imagination. Don't have my old 1e stuff any more. Never had the AD&D stuff or 2e stuff.

C, -- N
 

I play 3.x Planescape, that's how I describe it.

I use the 3.x ruleset, delving heavily into the 2e Planescape sourcebooks for fluff, but I also use the 3.x books like the MotP, Planar Handbook, and this edition's gem the Fiendish Codex I. I'll pillage good flavor where I find it to my liking, and I find most of that in the 2e books, but it's hardly an exclusive thing. Material from Dragon magazine, the Mimir, and Planewalker.com is there in the mix as well, all contributing to the linked campaigns I've been running for the past five years now.

For instance I use the 2e arrangement of the Astral and Ethereal, rather than the 3e change to that dynamic which doesn't IMO, make thematic sense. But I use the 3e expansion of the Demiplane of Shadow into a full transitive plane. I also use the idea of the Ordial plane that was developed on the Mimir, and I've developed my own rather extensive notions of planar prehistory and higher order multiversal structure beyond the orthodox Great Wheel.

My Great Wheel isn't a pristine, static little special snowflake. I've torn chunks out of it and rolled around in the resulting fallout. After my first campaign, Elysium is still missing a layer, factols have died, archfiends have died, arch-celestials have died, PCs have died, etc so I'm not one to avoid trampling on any sense of planar canon if it makes for a cool story/campaign.
 
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All of the above. I consider the Great Wheel my campaign setting first and foremost. I like to sprinkle in some of the alternate planes presented in the 3E MotP (like the Temporal Energy Plane and Plane of Mirrors, as well as others) and from other places (the Fugue Plane from FR) and a few of my own devising.
 

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