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What's the Philosophy behind Planar games?
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<blockquote data-quote="Deadguy" data-source="post: 1189603" data-attributes="member: 2480"><p>I actually quite like your approach to the planets - and I could easily adapt some of your ideas to my own <em>Shattered World</em> campaign. In fact that campaign's cosmology <em>does</em> make use of planets to represent the 'planes'. I have the Sun and its opposite, the Darkheart, being the energy poles, and the residence of strange, abhuman beings (Celestials for the Sun, Undead for Darkeart). And there are also the four elemental planets, from whence many strange creatures arise, and are called to the Shatterd World itself. But I have indicated that humans find reaching these worlds in person to be extremely difficult and dangerous... notably to their sanity (so I guess I <em>am</em> borrowing from Lovecraft! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) Though are are faint rumours, from before the Cataclysm that Shattered the world, that some beings were building Voidships to explore.</p><p> </p><p> Importantly this system is entirely self-contained. There are no other worlds, no other planes, and no outsider beings (not even gods). So I don't have an open-ended setting where all my hard work on the Shattered World itself becomes irrelevant the moment the PCs get powerful enough. Rather than being constraining, I find this design liberating. I don't have to worry about limitless Great Powers, which would've changed everything if I had included them sooner. I know what my palette is, and I can work with it.</p><p> </p><p> But, lest I am criticised as judgemental, I hasten to add: each to his own. If the Great Wheel Cosmology works for you, then at it with heart! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Deadguy, post: 1189603, member: 2480"] I actually quite like your approach to the planets - and I could easily adapt some of your ideas to my own [i]Shattered World[/i] campaign. In fact that campaign's cosmology [i]does[/i] make use of planets to represent the 'planes'. I have the Sun and its opposite, the Darkheart, being the energy poles, and the residence of strange, abhuman beings (Celestials for the Sun, Undead for Darkeart). And there are also the four elemental planets, from whence many strange creatures arise, and are called to the Shatterd World itself. But I have indicated that humans find reaching these worlds in person to be extremely difficult and dangerous... notably to their sanity (so I guess I [i]am[/i] borrowing from Lovecraft! :) ) Though are are faint rumours, from before the Cataclysm that Shattered the world, that some beings were building Voidships to explore. Importantly this system is entirely self-contained. There are no other worlds, no other planes, and no outsider beings (not even gods). So I don't have an open-ended setting where all my hard work on the Shattered World itself becomes irrelevant the moment the PCs get powerful enough. Rather than being constraining, I find this design liberating. I don't have to worry about limitless Great Powers, which would've changed everything if I had included them sooner. I know what my palette is, and I can work with it. But, lest I am criticised as judgemental, I hasten to add: each to his own. If the Great Wheel Cosmology works for you, then at it with heart! :) [/QUOTE]
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