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What's the Philosophy behind Planar games?
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<blockquote data-quote="Yair" data-source="post: 1189458" data-attributes="member: 10913"><p>Actually, my party will be trying to do the reverse, if all goes according to plan (find the evil artifact, awaken the dead god...) we are running it in reverse, sort ot...</p><p></p><p>On topic, what I like about planar adventures is that they are cosmic in scale. You do get to wake up ancient gods, battle satan himself, bring war to the gates of heaven, and so on... changes on this scale shape the "world". </p><p>In effect, the "world" of D&D is already planar; with summoning, deities granting spells, and so on there is no escapig that. So any changes to the non-planar world are confined to only a small part of the world. Profound changes to the setting can only be made on the planar scale. And I'd like my characters to have impact, to change the setting.</p><p></p><p>That said, most my adventures are not planar. While there is generally a planar long-term plan, the characters genreally don't make it that long.</p><p>(E.g, the characters in my current FR campaign are level 6; they should start getting "visitations" from planar patrons at around level 8, retrieve the evil artifat at about level 12, and only then embark on their first planr adventure... yet so far they rose 2 levels, in a year of game-time, and with one PC death...)</p><p>Yeah, I suppose planar adventures do bring out the "god" in me... but its for a good cause... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Yair, post: 1189458, member: 10913"] Actually, my party will be trying to do the reverse, if all goes according to plan (find the evil artifact, awaken the dead god...) we are running it in reverse, sort ot... On topic, what I like about planar adventures is that they are cosmic in scale. You do get to wake up ancient gods, battle satan himself, bring war to the gates of heaven, and so on... changes on this scale shape the "world". In effect, the "world" of D&D is already planar; with summoning, deities granting spells, and so on there is no escapig that. So any changes to the non-planar world are confined to only a small part of the world. Profound changes to the setting can only be made on the planar scale. And I'd like my characters to have impact, to change the setting. That said, most my adventures are not planar. While there is generally a planar long-term plan, the characters genreally don't make it that long. (E.g, the characters in my current FR campaign are level 6; they should start getting "visitations" from planar patrons at around level 8, retrieve the evil artifat at about level 12, and only then embark on their first planr adventure... yet so far they rose 2 levels, in a year of game-time, and with one PC death...) Yeah, I suppose planar adventures do bring out the "god" in me... but its for a good cause... :p [/QUOTE]
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