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Why do most groups avoid planar games?
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<blockquote data-quote="DrNilesCrane" data-source="post: 2182040" data-attributes="member: 7652"><p>I'd agree with ByronD: while I like, from a creative standpoint, a lot of the plane material out there, it feels a little too..."Star Wars" is a good way of putting it. Planescape and Sigil (for example), while cool in many respects, also felt like there was everything plus the kitchen sink thrown in. Not necessarily a bad thing, but as a DM, running a plane hoping campaign just doesn't interest me much - heck, I can spend years developing and running adventures in one world before even thinking about a trip to another! </p><p></p><p>I also tend to run campaigns that ignore the standard religions of D&D (more home brew than Greyhawk/FR) and feature a lot of "local" politics/adventures/problems for the party to deal with, so it's much harder to work in trips to other realities and have the players care about them. I've done it a few times in my current campaign, but the plane trips have all been to "quaans" (term borrowed from <em>The Banewarrens</em>), which have been pockets of reality (a swamp, a city, etc.) shifted into their own finite space rather than genuine planes in the traditional sense and generally smaller parts of larger adventures.</p></blockquote><p></p>
[QUOTE="DrNilesCrane, post: 2182040, member: 7652"] I'd agree with ByronD: while I like, from a creative standpoint, a lot of the plane material out there, it feels a little too..."Star Wars" is a good way of putting it. Planescape and Sigil (for example), while cool in many respects, also felt like there was everything plus the kitchen sink thrown in. Not necessarily a bad thing, but as a DM, running a plane hoping campaign just doesn't interest me much - heck, I can spend years developing and running adventures in one world before even thinking about a trip to another! I also tend to run campaigns that ignore the standard religions of D&D (more home brew than Greyhawk/FR) and feature a lot of "local" politics/adventures/problems for the party to deal with, so it's much harder to work in trips to other realities and have the players care about them. I've done it a few times in my current campaign, but the plane trips have all been to "quaans" (term borrowed from [I]The Banewarrens[/I]), which have been pockets of reality (a swamp, a city, etc.) shifted into their own finite space rather than genuine planes in the traditional sense and generally smaller parts of larger adventures. [/QUOTE]
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Why do most groups avoid planar games?
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