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General Tabletop Discussion
*Dungeons & Dragons
What role do the planes play in your games?
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<blockquote data-quote="Li Shenron" data-source="post: 8214147" data-attributes="member: 1465"><p>It is always part of my campaigns eventually, but I try not to drop it too soon, typically I prefer that planar travelling enters the story after the characters have adventured in the core world for a while. It's been a long time since I ran a game at high level enough however. Generally speaking I prefer <em>expeditions</em> to other planes rather than spending long times there, because this makes it easier to have the quest "stand out" from the rest without running too easily into inconsistencies.</p><p></p><p>The challenge is to make other worlds different enough. I don't think I am very good at that, but at least I try. Mostly I try to mess up with the laws of physics, logic or life a little bit. It doesn't necessary take that much, some basic ideas already work for me, such as altering gravity or the speed of time. For example, we've had some short quests in the plane of Air and Water: naturally, the PCs can't do much in Air without specific flight abilities or spells, or breathing in Water, but even having those available to the PCs doesn't trivialize the quest, it already feels strikingly different when you have to think of everything in 3D and there is no "up" and "down" and I think one of our players almost got seasick <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>The afterlife always offers good quests opportunities even at moderately low levels, you can easily find ideas in classic literature, but to me it is important to once again emphasize how un-earthly these places are. First of all I want to avoid any normalizing/trivializing things such as having communities of mortals "living" in the afterlife (this is a pet peeve of mine, I have always found it a huge dealbreaker). Then I make sure to tell the players that the afterlife doesn't follow the same rules... for example, hint at the possibility that if you are still alive and die in the afterlife, then you can't be resurrected by any means and have to stay there, or you are destroyed forever like it happens to devils when "killed" in hell. It doesn't even have to be true, as hopefully the PCs won't die.</p><p></p><p>Other planes which I liked using because they already work in wacky ways are the plane beyond mirrors and the plane of shadows.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8214147, member: 1465"] It is always part of my campaigns eventually, but I try not to drop it too soon, typically I prefer that planar travelling enters the story after the characters have adventured in the core world for a while. It's been a long time since I ran a game at high level enough however. Generally speaking I prefer [I]expeditions[/I] to other planes rather than spending long times there, because this makes it easier to have the quest "stand out" from the rest without running too easily into inconsistencies. The challenge is to make other worlds different enough. I don't think I am very good at that, but at least I try. Mostly I try to mess up with the laws of physics, logic or life a little bit. It doesn't necessary take that much, some basic ideas already work for me, such as altering gravity or the speed of time. For example, we've had some short quests in the plane of Air and Water: naturally, the PCs can't do much in Air without specific flight abilities or spells, or breathing in Water, but even having those available to the PCs doesn't trivialize the quest, it already feels strikingly different when you have to think of everything in 3D and there is no "up" and "down" and I think one of our players almost got seasick :D The afterlife always offers good quests opportunities even at moderately low levels, you can easily find ideas in classic literature, but to me it is important to once again emphasize how un-earthly these places are. First of all I want to avoid any normalizing/trivializing things such as having communities of mortals "living" in the afterlife (this is a pet peeve of mine, I have always found it a huge dealbreaker). Then I make sure to tell the players that the afterlife doesn't follow the same rules... for example, hint at the possibility that if you are still alive and die in the afterlife, then you can't be resurrected by any means and have to stay there, or you are destroyed forever like it happens to devils when "killed" in hell. It doesn't even have to be true, as hopefully the PCs won't die. Other planes which I liked using because they already work in wacky ways are the plane beyond mirrors and the plane of shadows. [/QUOTE]
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