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Why do most groups avoid planar games?
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<blockquote data-quote="Psion" data-source="post: 2182297" data-attributes="member: 172"><p>I'm not sure of the implications here. You can have as many or as few planes as you want. If you want to explore the ramifications of a plane with a few different rules or inhabitants than the norm, you can do that without necessarily taking them to more grandiose planes. The thing about the planes is that there are a lot of them. As someone once remarked (on a slightly different topic), it's a bit like a cow... you don't eat the whole cow, just take the cuts you need. And just becaue you stopped by for a hamburger doesn't make filet mingon any less special.</p><p></p><p></p><p></p><p>Again, you seem to be universalizing your feelings on the subject.</p><p></p><p></p><p></p><p>Hold that thought, as you touch on it again, shortly.</p><p></p><p></p><p></p><p>I mean no offense, but what you are calling "common sense" seems to me to boil down to several assumptions.</p><p></p><p></p><p></p><p>And to be fair, unless the campaign was explicitly started at first level as a planar game in a planar setting, you are probably right.</p><p></p><p>But there is a big gap between 1st and 12th level. I have been involved in many a mid level game in which the raid on the evil temple (or similar site based adventure) featured a gateway to another world. Published and tournament. I hardly consider such things scarce.</p><p></p><p></p><p></p><p>There is a fairly big assumption right there, and one that is by no means universal. You assume that most planar adventures will have the travel under the control of the players. My experience is that not only is this not true, but once players become capable of planar travel on their own, it becomes much more difficult to manage adventures. It is IME fairly common for the GM to provide the portal or gateway, a method that was formalized in Planescape and carried forward in 3e MotP.</p><p></p><p></p><p></p><p>This is another assumption that you need not go beyond the core rules to see is not true. A simple perousal of the 3e MM will reveal many outsiders that have CRs less than 12. Other books like the Fiend Folio and many third party books only pile more potentially appropriate challenges on the heap.</p><p></p><p>I can see that you have this image in your head that the planes are inherently greatly hostile places. Not only do the rules provide many appropriate challenges for lower level challenges, you also seem to have an assumption that they players are going to places where powerful outsiders are going to want to hurt them. Not all planes are personal stalking grounds for Balors.</p><p></p><p>Again, not saying that any of this should make you want to play the planes. The point being that, when you look beyond your own GMs screen, you will find that there are plenty of games out there that don't require you to be high level to explore the planes.</p></blockquote><p></p>
[QUOTE="Psion, post: 2182297, member: 172"] I'm not sure of the implications here. You can have as many or as few planes as you want. If you want to explore the ramifications of a plane with a few different rules or inhabitants than the norm, you can do that without necessarily taking them to more grandiose planes. The thing about the planes is that there are a lot of them. As someone once remarked (on a slightly different topic), it's a bit like a cow... you don't eat the whole cow, just take the cuts you need. And just becaue you stopped by for a hamburger doesn't make filet mingon any less special. Again, you seem to be universalizing your feelings on the subject. Hold that thought, as you touch on it again, shortly. I mean no offense, but what you are calling "common sense" seems to me to boil down to several assumptions. And to be fair, unless the campaign was explicitly started at first level as a planar game in a planar setting, you are probably right. But there is a big gap between 1st and 12th level. I have been involved in many a mid level game in which the raid on the evil temple (or similar site based adventure) featured a gateway to another world. Published and tournament. I hardly consider such things scarce. There is a fairly big assumption right there, and one that is by no means universal. You assume that most planar adventures will have the travel under the control of the players. My experience is that not only is this not true, but once players become capable of planar travel on their own, it becomes much more difficult to manage adventures. It is IME fairly common for the GM to provide the portal or gateway, a method that was formalized in Planescape and carried forward in 3e MotP. This is another assumption that you need not go beyond the core rules to see is not true. A simple perousal of the 3e MM will reveal many outsiders that have CRs less than 12. Other books like the Fiend Folio and many third party books only pile more potentially appropriate challenges on the heap. I can see that you have this image in your head that the planes are inherently greatly hostile places. Not only do the rules provide many appropriate challenges for lower level challenges, you also seem to have an assumption that they players are going to places where powerful outsiders are going to want to hurt them. Not all planes are personal stalking grounds for Balors. Again, not saying that any of this should make you want to play the planes. The point being that, when you look beyond your own GMs screen, you will find that there are plenty of games out there that don't require you to be high level to explore the planes. [/QUOTE]
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