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Why do most groups avoid planar games?
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<blockquote data-quote="Henry" data-source="post: 2181881" data-attributes="member: 158"><p>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.</p><p></p><p>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.</p><p></p><p>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, <em>"Oh, boy, we've made it in the big leagues now!"</em></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Henry, post: 2181881, member: 158"] 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, [I]"Oh, boy, we've made it in the big leagues now!"[/I] 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. [/QUOTE]
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