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Why do most groups avoid planar games?
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<blockquote data-quote="Celebrim" data-source="post: 2182229" data-attributes="member: 4937"><p>I think that this assertion goes back to my fourth point. If the planes are some place so ordinary that even first level players are running around doing rather mundane (if heroic) things, then the planes are reduced to being no more grand than any other world. The temptation to introduce the planes at first level is not I would think particularly strong, nor is it immediately obvious (unless you've read Planescape or Beyond Countless Doorways) how you might go about doing it.</p><p></p><p>But more to the point, I base this assumption about what is typical on a bit of common sense. I'm well aware that some people have run planar adventures starting at first level with little mini-cutters roaming around doing mini-cutter stuff in little demi-planes. In fact, I happen to own a very old published module - UK1 'The Crystal Cave' - which is a quite good example of exactly that. But I doubt its very typical. For one thing, all of the means by which a party could travel at will back and forth to the planes are fairly high level spells, and most of the monsters and challenges that one would meet on the planes are by thier common descriptions well beyond the abilities of low level characters. I don't really see the point, as I would typically include anything that's only mundanely fantastic (whether flying castles, or doors to remote places, or places where the laws of nature were slightly different, or whatever it is I wanted) as part of my 'prime' world and would see little or no reason to think of the place as being a different plane.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2182229, member: 4937"] I think that this assertion goes back to my fourth point. If the planes are some place so ordinary that even first level players are running around doing rather mundane (if heroic) things, then the planes are reduced to being no more grand than any other world. The temptation to introduce the planes at first level is not I would think particularly strong, nor is it immediately obvious (unless you've read Planescape or Beyond Countless Doorways) how you might go about doing it. But more to the point, I base this assumption about what is typical on a bit of common sense. I'm well aware that some people have run planar adventures starting at first level with little mini-cutters roaming around doing mini-cutter stuff in little demi-planes. In fact, I happen to own a very old published module - UK1 'The Crystal Cave' - which is a quite good example of exactly that. But I doubt its very typical. For one thing, all of the means by which a party could travel at will back and forth to the planes are fairly high level spells, and most of the monsters and challenges that one would meet on the planes are by thier common descriptions well beyond the abilities of low level characters. I don't really see the point, as I would typically include anything that's only mundanely fantastic (whether flying castles, or doors to remote places, or places where the laws of nature were slightly different, or whatever it is I wanted) as part of my 'prime' world and would see little or no reason to think of the place as being a different plane. [/QUOTE]
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