Why do most groups avoid planar games?

philreed

Adventurer
Supporter
In discussing types of adventures with some people I had (again) the notion that planar games are boring thrown in my face. Time and again I encounter people that feel that planar games are either boring, too weird, or not fun. Any ideas why that is? In my opinion planar campaigns can be more exciting since they're open to a large number of unusual and non-standard adventures.
 

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I think maybe it is because many DMs try to get all surreal or extremely literary in their descriptions when they run planar games, and that does not contribute to what I believe to be rule #1 for good gaming: 2, possibly 3 combats or similar group challenge encounters in any given 8 hour gaming period, no matter what. Most people, in my experience, don't want fancy-pants intellectualism, they want to blow stuff up. :D
 

Torm said:
I think maybe it is because many DMs try to get all surreal or extremely literary in their descriptions when they run planar games, and that does not contribute to what I believe to be rule #1 for good gaming: 2, possibly 3 combats or similar group challenge encounters in any given 8 hour gaming period, no matter what. Most people, in my experience, don't want fancy-pants intellectualism, they want to blow stuff up. :D

So a planar SWAT game, during which the players are given a magic item that has the ability to completely destroy a planar touchstone and are tasked with the job of getting in and planting the device, would be acceptable? :) Planar touchstone go boom.

I wonder if it has something to do with planar campaigns being so different from something like Lord of the Rings. Maybe most players just prefer elves and dwarves to diving through gates and exploring strange planes of existence.
 

Obviously, I am not one of these people. ;)

I think the most prevalent objection is born in the 1e mentality that the planes are where the gods wander around and thus really only appropriate for high level characters.
 

Torm said:
I think maybe it is because many DMs try to get all surreal or extremely literary in their descriptions when they run planar games...
I agree. A DMs ability to describe environments is directly proportional to how interesting those environments are. It's easier to make a grassy knoll with a castle surrounded by a village sound interesting than something weird and off the wall. And it's easier to design a plot around something you can relate with than something you even have a hard time describing.
 

Psion said:
Obviously, I am not one of these people. ;)
Me either - I enjoy a good strategy or puzzle session as well. But through observation I have come to the conclusion that most people play for "kill or break stuff and get treasure and xp" with a tiny bit of shopping and tavern-diving thrown in. :D Neat settings are always a bonus, but if they become the game, oh boy.
 

Psion said:
Obviously, I am not one of these people. ;)

Speaking of which, did you get to grab my "Six Living Planar Gates" and, if so, what did you think?


jonesy said:
A DMs ability to describe environments is directly proportional to how interesting those environments are. It's easier to make a grassy knoll with a castle surrounded by a village sound interesting than something weird and off the wall. And it's easier to design a plot around something you can relate with than something you even have a hard time describing.

I can't believe that something as simple as a DM's limitations could force a DM to stick to stock fantasy settings and games. But then, you might very well be right. It's a simple explanation and . . . well, you know the rest. :)
 

Planar games tend to be of a higher level and most have certain survivability requirements if going to certainp places like the Plane of Fire.
 

I don't avoid them per se, but I rarely run them, either. It's more to do with my philosophy of the planes, than it is finding it too hard to run.

I believe that the planes of existance should be extremely powerful places that mortals should tread carefully, and the idea of having lower-level adventurers travel there grates against my feeling of what the planes should be. Since we rarely run high-level games, planar plots rarely come up.

When they do, I feel they should be impressive places to travel to, full of weird things and some tough opposition, a place that the players have their characters venture into and think, "Oh, boy, we've made it in the big leagues now!"

It was always one of the big turn-offs for me when Planescape introduced many means for low-level adventurers to survive and prosper in the multiverse; Sigil, while a cool concept, basically placed Modern-Day New York in the middle of the 1800's Louisiana Purchase, and it grates against my feeling of what the planes should be. When I rarely run a planar game, I want it to be skin-of-their teeth, and necessary, rather than the setting for a politically-oriented adventure. There may be occasional outposts of safety, but none that are easy to come by.
 

Henry said:
It was always one of the big turn-offs for me when Planescape introduced many means for low-level adventurers to survive and prosper in the multiverse; Sigil, while a cool concept, basically placed Modern-Day New York in the middle of the 1800's Louisiana Purchase, and it grates against my feeling of what the planes should be.

I tend to agree with this. Planescape always struck me as having more in common with Star Wars than with typical D&D. Not that I considered that a criticism. It just wasn't what I wanted.

I'm not as deeply concerned that lower level characters shouldn't make planar jaunts. But they should be a notably big deal and not just the next setting.

My players seem to be more in the "planes are scary places for very high levels" camp. I once set up a short pass through the elemental plane of water. They literally ran from the gate. No monsters, no threats, nothing. They simply discovered that they were near a gate and got away as fast as possible. And they were lead by the player who has been known to take off alone just to see if he can get in trouble and get back out alive. I've thrown some minor railroads at them since then and passed them briefly through a couple planes and they seem to be a bit more open to it. But it certainly hadn't become something they seek out.
 

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