Carnifex
First Post
Piratecat said:It's all about philosophies and beliefs for us. I'm a die-hard Planescape fan.![]()
Same here
Also big features are the immensity and sheer wonder of the planes - the sights to see, the phenomena to interact with.
Piratecat said:It's all about philosophies and beliefs for us. I'm a die-hard Planescape fan.![]()
Oh yeah...Carnifex said:Same here
Also big features are the immensity and sheer wonder of the planes - the sights to see, the phenomena to interact with.
the Jester said:A couple of other good possibilities are underwater...
d20Dwarf said:Why do people like playing on different planes? Is it just the chance to use different monsters and have different factions in play? Is it hard to adventure floating around a plane? How are other planes different from the Material in terms of impacting adventures and how PCs acquit themselves?
Glad to see there are others who can understand how I feel! Yes, your ideas for alternative locales that can still provide a real challenge for PCs are good ones. And I think you have the rub of it, too, that it's locales that can challenge, and they don't need to be on some Outer Plane for it to be so.the Jester said:Deadguy, I can appreciate your points! A good alternative for high-level groups is the Underdark, but it's just as cliched these days as the planes. A couple of other good possibilities are underwater, seaborn or upper-atmosphere environments (cloud castles, etc).
In general, I think challenging environments are more a part of the game than plane travel per se, but they're often consummated as plane travel.
Deadguy said:I also think that in many ways SHARK (where is he these days?) is right in that we ought to challenge the basic premise of the level distribution for D&D, and make the range far larger, with average levels for NPCs above the level 1 glut. That's just a hangover from the early days of the game, when characters only earned experience for killing things or finding gold, the sorts of activities that most NPCs don't get to do. If we build our world so there are powerful people and organisations for them to vie with, and work alongside, many of the demands for extra-planar travel and planar weirdness fall away.
the Jester said:Hummm, I think I like that idea too, actually... especially since I give xp for roleplaying (I have a codified system for it, actually).
Maybe each town or city should have a 'mean level' and extrapolate both upward and downward from it...?