Why do most groups avoid planar games?

Celebrim said:
Err... This only shows that you haven't a clue about what I'm talking about.

I don't mean to dissapoint you, but I was never referring to what you were saying. I don't know what you were saying because I skipped over most of 'your' posts because you seemed to be replying to one poster & not the community (lengthy posts & I was at work so I read the shorter posts). So I don't know what your opinions have been until I go back and read them.

Celebrim said:
But in doing so you have by the general admission of everyone here started doing things in the planar session that are more or less nothing but things that could happen in the prime with different window dressings.

Pretty much, that's what Planescape basically does. Like the planar fans have been saying over & over, it's just a type of setting...you either like it or you don't. And your version of the planes I find boring. It would be interesting for a couple sessions, then I guarantee you'll run out of ideas to keep it "mystifying" without turning it into a prime game with different window dressings or just a hack-n-slash game on epic proportions.

Celebrim said:
No, they don't. They don't have cultures and beliefs
Celebrim said:
No, they are desires,
Celebrim said:
And that's precisely why I said it was a bug and not a feature.
Celebrim said:
There is no bloody difference between the two examples.
Celebrim said:
No they don't. They don't even have to experience time subjectively.

and then you say this:

Celebrim said:
What makes you think these are the only options? Didn't I earlier explain that I thought that the planes had two primary uses; first, to serve as an 'anti-setting' in which things which could not possibly occur on the prime could take place, and second, to serve as a plot device for safely storing away things that couldn't roam in the same universe as 1st level commoners?

So you question me with why my planar gameplay is the only option (when I never said it was, I was pointing out how it "can" be played at low levels) but you consistantly tell me that all of my ways of running a planar game is wrong? I can see how this discussion will be futile, so I'll just let it drop.

Now that I have time though, I will go back and read the rest of your posts.
 

log in or register to remove this ad

Celebrim said:
Honestly, I think that they do and are concerned with things that mortal minds can't comprehend. If you show me some planar beings and I can understand thier motivation, then I feel that you've overly anthromorphized them.

I almost agree with you here. I would say, comprehend is a little to far for me, but non-understanding of motivations, I accept. My players have never seen a Fiend or Celestial sitting around drinking and cavorting. I definately downplay the Outsider interaction in Sigil. I think the most interaction someone has done was with a Yugoloth who was looking for someone. The Yugoloth made him find someone, then killed the guy and left. Why? Best not to ask questions.

At least that would be a mysterious motivation, but its nonetheless an activity that I can cognitively grasp, so no.

Honestly, IMC Celestials usually questing, Devils are corrupting, and Demons and Daemons are doing their own things, which vary. So, I agree. They arn't ever relaxing or recreating, or what have you. They are always working toward something, whatever that thing might be. No rest for them.

Maybe in your world, but in my world, no they most emphatically do not. And even when they have something that looks like a home, mostly its an object of little significance to them that they maintain in order to give the occassional prime visitor something he can relate to.

Agreed, assuming we're talking about Outsiders here. Half-Celestials/Fiends are a different story, as are Planetouched, Gith offshoots, etc. These are basically mortals who evolved from the planes themselves. I suppose whether you like them or not will depend on how survivable you think the planes actually should be. The Githyanki, for example, forging an empire in the Astral, I love.

No, they don't. They don't have cultures and beliefs, they ARE cultures and beliefs. They are incarnations of ideas. Frustration doesn't have a culture or belief. It's a walking emotion. Death doesn't have a culture or a belief. It's a walking manifestation. The 14th of June doesn't have a culture or a belief. It's a walking incarnation. And the main thing wrong with that description is that they probably aren't doing anything so understandable as walking except in order to be comprehensible to a mortal observer.

Also, love it with regard to Outsiders.

No, they are desires, and their 'families' don't necessarily have anything to do with mortal families and they sure don't relate to them in a paternal/fraternal/maternal way. In fact, many of them are probably asexual unless they are incarnations of something with sexual conentations. In some cases they can freely change sexes like changing clothes, and in other cases they can manifest 'offspring' without the need for sex or acquire relatives which they were previously not related to and so forth.

Outsiders having little outsiders sounds so... mortal. Fiends actually stem from the souls of the most wicked mortals, given shape and permeated with the evil of the plane. It never goes into Celestials, though. I would assume that they spring into being when "existance" or whatever finds that they are needed, each with their own particular fate in the grand scheme of things.

There are more things in heaven and hell than exist in your philosophies.

I'm not quite sure I understand this statement. Are you saying that there is more to the planes than a mortal has knowlege of, and even though we have no beliefs about it, it still exists? A tree falling in the woods, and noone hearing it still means a tree has fallen in the woods?

There is no bloody difference between the two examples.

Obviously one is more "bloody" than the other. ;)

But, in any case, I don't utilize this imagery.

No they don't. They don't even have to experience time subjectively.

One of the few times I had a planar excursion, the players went to a courtroom in which they saw a series of trials take place in which, after the evidence was presented in the face of unspecified charges, the prosecutor was found guilty and beheaded. Then a new prosecutor was found in the audience and the sequence repeated itself. What does it mean? Who knows. It might not even be happening, It could be merely the only way the process of something necessary to keep balance in the universe is comprehended by thier mere mortal minds. It would be like if gravity was incarnated and you were forced to watch a process which represented the sum of all gravitations in the universe pulling at each other. What would that look like? Whatever it looked like, the interpretation that it was recreation or whatever would be _wrong_ (and dangerously wrong). Maybe that was what the landscape continually being buried under avalanches of falling trash represented (another planar setting). Or maybe not. Roll your Knowledge(Planes) to try to make sense of it all.

You know, I find this kind of ironic. Many people don't like Planescape because its too surrealistic at times, but you seem to want the surrealism. It just goes to show you that you litterally cannot please everyone, no matter what. I, myself try for not too much surrealism, because tends to it leaves players baffled and doesn't breed player involvement (which I'm big on), unless very well crafted, and even then...

Obviously, if you love the idea of the planes as surreal, you arn't going to get a good game out of them if you are constantly there. It would involve too much blundering, too little interaction, and too little plot to make use of it as an actual long term campaign, though maybe an intersting episodic game if someone was into (which I think neither of us are). Which is another reason I underplay the surrealism, or at least make it a backdrop for my games instead of any real focus, for example, the changing to an anthropomorph on the Beastlands.

This might be where the stylistic difference counts the most.

So you make use of them in other ways. Great. But in doing so you have by the general admission of everyone here started doing things in the planar session that are more or less nothing but things that could happen in the prime with different window dressings. If I were to do so in my campaign, I'd fear that I'd not only wreck the value of my setting, but I'd demystify the 'other world' that as Lovecraft put it, 'lies beyond the Gates of Sleep'.

Planescape is interesting in that it is a philosophical setting. The Factions, beliefs having real power, and the pushing onto DMs that many situations can be solved through roleplay were part of what really made the setting stand out. Ironically, it went against the very dungeons and dragons that gave the game its name, with adventures where travel and meeting interesting people who lived in these strange worlds with strange ideas were the main focus. You could litterally change the face of entire areas by changing the way in which people there thought.

The sense of mystery might be lost for some who are bombarded with mystery constantly, but for me, it only awakens new wonder every time I play. Once the PCs in my game came upon a giant temple, with portals to a temple just like it on every plane of existance. Only, they found out, it was actually one temple. Their notions of space and "where" something is were readily dismissed by some who knew about it as foolish and "childlike." One time they had to try and stop a war so that a kingdom would not move to the Abyss, and then they failed but changed things enough that a good portion of it fell into Carceri. Yet another time they came upon a Celestial guarding something. They didn't chat with him because he had nowhere to go, he wasn't interseting in the outside world, and he didn't care to inform them of what he was doing even though they were good. He told them to leave, for their questions were of no use, and they could not understand the true nature of what he was doing. [They wanted something he was guarding, but luckily for them did not decide to try anything.]

You could run it as a prime with different window dressing, I know. The game I'm running right now is kind of like that because I have two new players and I don't want them to be lost, so I'm slowly introducing them to the more in depth planar philosophies, so not too much weirdness.

Planescape is interseting to me in that it is whatever I feel like at the time. I can run a viking campaign set on Ysgard or I could run a Limbo/Pandemonium campaign where the main theme revolves around the abstract idea of true madness, what reality is, and if there is a distinction between the two. It's whatever you want it to be.
 

Celebrim said:
Err... This only shows that you haven't a clue about what I'm talking about. What makes you think these are the only options? Didn't I earlier explain that I thought that the planes had two primary uses; first, to serve as an 'anti-setting' in which things which could not possibly occur on the prime could take place, and second, to serve as a plot device for safely storing away things that couldn't roam in the same universe as 1st level commoners?
This is very nicely expressed what I feel about Planescape and Co. as a setting. Don't get me wrong: The 'Manual of the Planes' is one of my favourite 3.x books and a good source of inspiration for my game. I cherish 'The Factol's Manifesto' as one of my favourite setting books and a goldmine for spicing one of the cities in my homebrew up - on the prime ;).

Let's face it: Sigil is about as exotic as the Bronx. Many Planescape taverns let a French café, a German Biergarten or a Greek taverna look like something from outer space. In comparison, a journey to Varanasi would probably provoke a culture shock. The planes as a slightly weird copy of the prime does not work for me. This is a double crime in my enjoyment of a campaign.

First, it makes the pirme completely insignificant. Why should the heroes try to engage in politics in their homeland or want to get ruler of their own realm? Just take the next door, and outside is the endless adventure, where your pure thoughts can form the land of your dreams. A penthouse in Sigil and the hunting lodge on Ysgard are so much more exciting. Why not combine both and become first a ruler of the Empire and then move with the whole population to Arborea? The last one please does no't forget to close the door before the orcs follow. And then let's forget that dirtball. At least we now know why neither demons nor devils ever bothered to come. They already rule the infinite, why struggle over the doormat.

Second, and maybe surprisingly, it makes the planes and the afterlife insignificant. Welcome, and if the gods were merciful, you came as petitioner and don't really get what happens around you. You've got business as usual. It's about who gets the bigger house and who's the new king of the tavern. Instead of wars over oil we get wars over souls, and as funny as it may sound, for vastly the same reasons. Paradoxically, this takes the meaning of everything away. Why do anything at all? For which goal?

This said, I can imagine that a Planescape campaign might be fun - which is without doubt the main reason why we all play the game. If I don't think of planes à la Planescape as part of my fantasy world, that's fine. It just doesn't work in combination with my standard fantasy setting for me.
 

Wild Gazebo said:
Other than that, I can only see differences in playstyles really affecting peoples perceptions of the planes.

I agree with that. I also think it's just another typical case of elitism. Just like my dad telling me that Bugs Bunny is the only good cartoon, and I'll be telling my kids that G.I. Joe was the only good cartoon, and why kids today will tell their kids that Pokemon was the only good cartoon. Almost all of the people I ever met that have beef with Planescape are old 1st Ed players. Almost all of the people that I meet that started at the end of 2e or 3e are always interested in Planescape when they find out I DM it. Just like hardcore 1e/2e players that have beef with 3e...it's the same old deal.

I take the PS haters criticism with a grain of salt. I own all the PS material and have read almost all of it....I know it's a good setting. Most of the 1e players read what, the 1e Manual of the Planes and maybe skimmed over 1 or 2 PS books? The PS setting is very interesting and very well thought out. It's pure entertaining, and that's why I play D&D.
 

but you consistantly tell me that all of my ways of running a planar game is wrong? I can see how this discussion will be futile, so I'll just let it drop.

Yeah, considering how I've said over and over again that I'm not saying that you are wrong, I'm just saying that I don't like. The question was why do so many DM's not like planar campaigns, not why is it wrong to like planar campaigns. See the difference? If you want to run it your way, fine, do so. If you can't understand the difference between me having a different opinion than you, and me saying you are wrong, this discussion probably is futile.

I guarantee you'll run out of ideas to keep it "mystifying" without turning it into a prime game with different window dressings or just a hack-n-slash game on epic proportions.

I fully agree. Which is why I don't run planar centered campaigns, but instead only would occasionally jump over thier when I wanted to do something metaphysical that I just didn't felt could be made part of the setting. Whereas, you do not have a problem with turning the planes to into a prime game with a different window dressing, and some don't have a problem with a hack-n-slash game of epic proportions. That's fine and good, but it doesn't explain why many players do have problems with that, and that was the topic.

I take the PS haters criticism with a grain of salt.

Planscape hater? I have as much or more respect for Di Terlizzi as anyone. After all, I like his fairy tale stuff too. His work leaves me in awe at the breadth and depth of his talents. And I've always admired the way Monte Cook's can combine his old-school rolicking unashamed hack-n-slash sensibilities with a carefully crafted setting filled with intimate detail. But admiring the craft that goes into producing a setting is not nearly the same as wanting to run a game in that setting, and until you can make such subtle distinctions you are going to have a really hard time with me.

ThirdWizard said:
Planescape is interesting in that it is a philosophical setting. The Factions, beliefs having real power, and the pushing onto DMs that many situations can be solved through roleplay were part of what really made the setting stand out. Ironically, it went against the very dungeons and dragons that gave the game its name, with adventures where travel and meeting interesting people who lived in these strange worlds with strange ideas were the main focus. You could litterally change the face of entire areas by changing the way in which people there thought.

That's the part of Planescape that I most liked and which I think is most likely to be difficult to do in actual play. You are basically right in that what I like about the setting is the highly surreal and the fact that it is a setting in which ideas are made manifest as objects. But, understand that in my ordinary fantasy games, ideas are made manifest as objects. I mean the whole point as far as I'm concerned of fantasy is it lets you explore philosophy at little more easily by taking abstract things and making them more concrete. The difference for me is that on the planes objects are to me ALWAYS manifested ideas. The planes are where I would go for a setting in which NOTHING is mundane. If only some things are fantastic, then its not that different from 'normal' fantasy.

But Oryan77 is right in that there is no way that I could run such an alien setting because _I_ couldn't relate enough to it, much less get the PC's to relate to it. Which is why I read every page of the Planescape books with alot of fascination and alot of admiration, but ultimately decided that as cool as the setting was it belonged to the class of game settings which could not be run on the long term without betraying the very thing that I thought made them cool. To that roster, you could add other highly internal metaphysical games like In Nomine and Vampire the Masquerade, which I'm sure alot of people had fun playing, but few probably played in the spirit of the setting. I happen to know for a fact that most VtM games ended up playing like Supers in Goth Clothing, and most players ended up min/maxing and trying to become more vampiric rather than struggling to preserve thier humanity. In VtM, the problem was that not only is it really hard to stay intrested in the daily horror of becoming a monster, but the rules set didn't actually reward the style of play that the flavor text of the setting seemed geared for. The same thing may well be true of D&D, which handles hack and slash really well, but seems really poorly suited to handle metaphysics and character psyche.
 

"Honestly, I think that they do and are concerned with things that mortal minds can't comprehend. If you show me some planar beings and I can understand thier motivation, then I feel that you've overly anthromorphized them."

This reminded me of one of my first encounters with a Yugoloth...played by a wonderfully creative DM...who didn't have the respective rules at the time and made it up as she went along.

I was playing a 6th or 7th level mage and was hanging back behind the party. The fighter and the thief were trying to broker a deal with a cambion and a yugoloth pertaining to some weapons and magic items (I don't really remember). I thought, well, I might as well try to be useful. So, I pulled up my socks and desided to try to read the mind of the yugoloth...who was letting the cambion talk but was obviously in charge. The spell went off without a hitch...I thought, until the yugoloth (unbeknownst to the rest of the party) turned its head slightly and quietly whispered into my brain "OH? YOU WOULD LIKE A LITTLE TOUR OF MY MIND? HERE YOU GO MY LITTLE FRIEND." My brain reeled and whirled and striking pain wracked my body. I was awash with great agony and despair as I learned the true nature of hate and evil and the desperate nature that is the personification of a fiend.

The rest of the group didn't notice tiill the deal was finished and went to leave. My poor little mage hit the ground with my new wisdom and intelligence scores of 3 and 3.

It was a bit heavy handed of her...but it was told so wonderfully that I really felt no remorse. I've always enjoyed the idea that no mortal can fully grasp the depths of a immortals mind...regardless of power.
 

Oryan77 said:
Yeah but what do you think these weird & freaky planar beings do all day? Sit on a rock waiting to be summoned by primes? They have homes just like primes do. They have cultures and beliefs just like primes do. They have desires & families just like primes. That's what Planescape introduces to us... . Fiends don't sit around getting drunk at the bar in their city and act like fools by hitting on barmaids. But they will drink dwarf blood in a bar in their city while throwing sharp objects at a near-death mortal nailed to the wall as their version of darts.


"Fiends don't let fiends drive drunk". :)

I dunno, it just seems so... mundane.

I just don't think of devils sitting around in bars at all. Roasting sinners over the eternal fires of Hell, maybe. I don't think of these entities as truly 'living' the way you - Planescape - does. Life is what happens in the real world - the Prime - to me the non-Prime planes are more like shards of belief, generated by the beliefs of the real people, the inhabitants of the Primes.
 

It was a bit heavy handed of her...but it was told so wonderfully that I really felt no remorse. I've always enjoyed the idea that no mortal can fully grasp the depths of a immortals mind...regardless of power.

I agree that it was heavy handed - I would have probably given you at least two saving throws - the first a wisdom check to figure out that it was probably a very bad idea, and the second a saving throw to get out before you get damaged.

But like you, I don't feel that it was unjustified. Especially if we are talking about something like an Arcanaloth, which were (at least in 1st edition) 18th level mages and 10th level 'psions' replete with mind blast, id insinuation, and ego whip; and all Yugoloths have fully telepathy so its not like you can 'sneak' into thier mind. Feeblemind is actually a pretty common result of psionic attack on non-psionics under the old rules, so even if she had the rules it might have worked out the same.
 

Oryan, I'm a 1e grognard, yup. Like Celebrim I liked the 'beliefs define reality' bit of Planescape, since that's already a core concept of my own D&D multiverse. I bought some Planescape product (scenarios) but they seemed kinda mundane & shallow, = boring, so I never used it. I didn't but the Sigil campaign setting, from what I know it has likable ideas (the Factions are interesting), but not enough to consider running a Sigil campaign. As Celebrim has said, I see nothing _wrong_ with running Planescape, it just doesn't appeal _to me_ for the reasons Celebrim has given.
 

Yeah, that's what I meant...it was pretty much by the rules...she just didn't KNOW that it was by the rules. And I glossed over all roles I made...I did get saves. It was just the reactions of the other players...who had no knowledge of any rules like that...'cause they might not have been printed yet...though perhaps were. I don't remember.
 

Remove ads

Top