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General Tabletop Discussion
*TTRPGs General
What's the Philosophy behind Planar games?
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<blockquote data-quote="Psion" data-source="post: 1254478" data-attributes="member: 172"><p>My answer in the Planescape gaming thread wasn't sufficient? <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><p></p><p>To be honest, outside of Planescape, I don't do much planar gaming. My campaign world is very classical high fantasy with many links to the planes, but most games stay on my game world. (This will change soon though... as you will see if you take a look in the Plots & Places forum, I'll be starting a nautical/planehopping campaign -- <a href="http://www.enworld.org/forums/showthread.php?t=69918" target="_blank">See Here</a>)</p><p></p><p>But when I do do planar travel as part of my normal game, it is mostly to expose the players to a variety of situations that are decidedly different and possibly more fantastic than the norm for the campaign world in a manner that is logical and consistent. As I am sort of a stickler about consistency in my game world, I don't like to run adventures that invoke circumstances that are hard to explain away.</p><p></p><p>The last planar journey the players took, they got trapped in a demiplane that had a repeating time loop. (See <a href="http://www.enworld.org/forums/showthread.php?t=27605" target="_blank">this thread</a> for details.) From there, they traveled too other planes with their old nemesis in tow, and their nemesis eventually was judged for her crimes in the legendary Court of Thunder, and became a servant of the court of thunder. Which means that the party may meet her again.</p><p></p><p>What I am trying to illustrate her is that it opens the door to events a little more fantastic than a run of the mill campaign. I don't think it would be appropriate to do this all the time or it would wear thin. But then, I guess that is why Sigil is such a big edifice in planescape -- it lets you do a bit more mundane urban gaming to offset all the strangeness going on.</p><p></p><p>Er, does that answer your question?</p></blockquote><p></p>
[QUOTE="Psion, post: 1254478, member: 172"] My answer in the Planescape gaming thread wasn't sufficient? :) To be honest, outside of Planescape, I don't do much planar gaming. My campaign world is very classical high fantasy with many links to the planes, but most games stay on my game world. (This will change soon though... as you will see if you take a look in the Plots & Places forum, I'll be starting a nautical/planehopping campaign -- [URL=http://www.enworld.org/forums/showthread.php?t=69918]See Here[/URL]) But when I do do planar travel as part of my normal game, it is mostly to expose the players to a variety of situations that are decidedly different and possibly more fantastic than the norm for the campaign world in a manner that is logical and consistent. As I am sort of a stickler about consistency in my game world, I don't like to run adventures that invoke circumstances that are hard to explain away. The last planar journey the players took, they got trapped in a demiplane that had a repeating time loop. (See [URL=http://www.enworld.org/forums/showthread.php?t=27605]this thread[/URL] for details.) From there, they traveled too other planes with their old nemesis in tow, and their nemesis eventually was judged for her crimes in the legendary Court of Thunder, and became a servant of the court of thunder. Which means that the party may meet her again. What I am trying to illustrate her is that it opens the door to events a little more fantastic than a run of the mill campaign. I don't think it would be appropriate to do this all the time or it would wear thin. But then, I guess that is why Sigil is such a big edifice in planescape -- it lets you do a bit more mundane urban gaming to offset all the strangeness going on. Er, does that answer your question? [/QUOTE]
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