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%

1e Manual of Planes, a lot of various 2e Planescape stuff, and 3e planewalker.com have been used in the 3e game I run. Also inspiration from Roger Zelazny's Amber books and my own homebrew modifications (Concordant Opposition/Outlands are True Neutral and allow no alignment powers or DR to function there).

I don't own the 3e Manual of Planes or Planar Handbook.
 

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I voted: Old Planescape accessories converted to 3.X (includes use of said books for fluff only) , but that's not very accurate.

I only play 3.5e D&D. But I loved planescape and all the previous info for planar adventures. While I gave all my old version resources away years ago, I still use a lot of that lingering knowledge and 'fluff'.

I do not and will not convert anything.
 




With the PCs being only second level, and only playing once a month, it'll be a while before it becomes relevant. So, I haven't fully decided yet.

However, I know I will not be using the Great Wheel.
 


I voted "Old Planescape accessories converted to 3.X (includes use of said books for fluff only)" because it most closely matches what I do. I mix and match what I like from both the old and the new.
 

I find the Great Wheel deadly dull. It's convenient to have as a backbone, since everything in D&D fits in its somewhere, in case one doesn't want to come up with where, say, githyanki are from at the spur of the moment.

But I also layer on all the stuff I find more interesting (i.e. almost anything at this point), calling them demiplanes or layers or whatever I need to. I also turn on most of the options from the back of Manual of the Planes. My players will deal more with the Plane of Mirrors than they will with the Great Wheel, for instance.
 

I still use the planar setup from 1E, with Tiamat as the lord of the first level of Hell and all the old planar names (Hades, Nirvana, et cetera). I use 3.5 rules though. But that's for my Greyhawk or generic 3.5 games, I'm not terribly fond of the current Great Wheel setup.

For my own ancient world setting, I've designed a cosmology based loosely on Greek, Persian, and Egyptian ideas along with a few areas for outsiders to come from.
 
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