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What's the Philosophy behind Planar games?
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<blockquote data-quote="Zappo" data-source="post: 1189389" data-attributes="member: 633"><p>I love planar adventures... that's why I play Planescape.. <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> I enjoy presenting the players with awesome sights, incredible situations, philosophical dilemmas with real-world consequences, and the occasional moments of complete surreality. And the planes offer me all of that and more, while Planescape in particular offer a unique style, perfectly suited to enhance all of the above.</p><p> </p><p> I have never had the problems Deadguy mentioned. Maybe I can see something in common between them. On prime material campaigns, often PCs travel the whole world, become powerful enough to single-handedly level a city, get assigned quests, and save the planet. The problem is that none of this translates well to a planar scale. I mean, what you get is PCs that travel dozens of planes (each infinite in size!) and get confused, attempt to become powerful enough to single-handedly level a tanar'ri fortress and get frustrated; and you get DMs that have the deities themselves assign quests which revolve around saving whole galaxies from total annihilation or preventing entire legions of dark gods from awakening. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p><p> </p><p> The key is recognizing this and changing perspective. The planar adventuring I like isn't about visiting every cool location in the campaign setting, getting powerful and saving the world. It's about personal quests, freedom of choice, pursuit of knowledge, politics and philosophy, and dozens of other things more original than, yet again, destroyng the evil artefact and preventing the ancient evil god from awakening.</p><p> </p><p> And when you do have to destroy the evil artefact and prevent the ancient evil god from awakening (see the beautiful adventure [spoiler]Dead Gods[/spoiler]), you certainly won't do it by crawling through a dungeon, slaughtering hordes of enemies and smacking him around. <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> That's why I love the planes.</p></blockquote><p></p>
[QUOTE="Zappo, post: 1189389, member: 633"] I love planar adventures... that's why I play Planescape.. :D I enjoy presenting the players with awesome sights, incredible situations, philosophical dilemmas with real-world consequences, and the occasional moments of complete surreality. And the planes offer me all of that and more, while Planescape in particular offer a unique style, perfectly suited to enhance all of the above. I have never had the problems Deadguy mentioned. Maybe I can see something in common between them. On prime material campaigns, often PCs travel the whole world, become powerful enough to single-handedly level a city, get assigned quests, and save the planet. The problem is that none of this translates well to a planar scale. I mean, what you get is PCs that travel dozens of planes (each infinite in size!) and get confused, attempt to become powerful enough to single-handedly level a tanar'ri fortress and get frustrated; and you get DMs that have the deities themselves assign quests which revolve around saving whole galaxies from total annihilation or preventing entire legions of dark gods from awakening. :eek: The key is recognizing this and changing perspective. The planar adventuring I like isn't about visiting every cool location in the campaign setting, getting powerful and saving the world. It's about personal quests, freedom of choice, pursuit of knowledge, politics and philosophy, and dozens of other things more original than, yet again, destroyng the evil artefact and preventing the ancient evil god from awakening. And when you do have to destroy the evil artefact and prevent the ancient evil god from awakening (see the beautiful adventure [spoiler]Dead Gods[/spoiler]), you certainly won't do it by crawling through a dungeon, slaughtering hordes of enemies and smacking him around. :D That's why I love the planes. [/QUOTE]
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