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Why do most groups avoid planar games?
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<blockquote data-quote="Galethorn" data-source="post: 2182486" data-attributes="member: 7888"><p>I've got my reasons...</p><p></p><p>1. Planar travel just doesn't <em>fit</em> with the sorts of campaigns I like running/playing in, just like robots, psionics, dinosaurs, and samurai don't fit. It's a flavor thing.</p><p></p><p>2. Often times, the planes and their denizens are too...weird. In small doses, their weirdness is an asset, but (like anything exotic) the weirdness becomes mundane if it doesn't have enough 'normalcy' to be balanced against. I mean, multi-tentacled psionic dino-robots with eight eyes can add that perfect bizzarreness to a planar adventure, but if they're as common in the campaign as orcs and goblins in a 'generic' campaign, they've effectively lost all of their specialness, and just seem contrived.</p><p></p><p>3. The 'hospitable' planes in D&D are way too...normal. If you're going to have alternate realities, they shouldn't be ANYTHING like the prime material plane. Sure, we've got incredibly weird places and creatures, but we also have a plethora of humanoid-like races that are (ignoring strange color-schemes) more human than dwarves or elves. I don't think that any beings with 'normal' even remotely human-like mindsets should exist naturally in an alternate reality. I want more sentient clouds of energy, vague, formless entities, and otherwise completely alien stuff. Oh, and no cities. Cities (in any familiar sense of the word) as an abstract concept are too familiar for what should be <em>really weird places</em>.</p><p></p><p>4. A lot of the planar stuff has really, really dumb names. I'm not going to name any of those names, however, as I'm sure others have different opinions.</p></blockquote><p></p>
[QUOTE="Galethorn, post: 2182486, member: 7888"] I've got my reasons... 1. Planar travel just doesn't [i]fit[/i] with the sorts of campaigns I like running/playing in, just like robots, psionics, dinosaurs, and samurai don't fit. It's a flavor thing. 2. Often times, the planes and their denizens are too...weird. In small doses, their weirdness is an asset, but (like anything exotic) the weirdness becomes mundane if it doesn't have enough 'normalcy' to be balanced against. I mean, multi-tentacled psionic dino-robots with eight eyes can add that perfect bizzarreness to a planar adventure, but if they're as common in the campaign as orcs and goblins in a 'generic' campaign, they've effectively lost all of their specialness, and just seem contrived. 3. The 'hospitable' planes in D&D are way too...normal. If you're going to have alternate realities, they shouldn't be ANYTHING like the prime material plane. Sure, we've got incredibly weird places and creatures, but we also have a plethora of humanoid-like races that are (ignoring strange color-schemes) more human than dwarves or elves. I don't think that any beings with 'normal' even remotely human-like mindsets should exist naturally in an alternate reality. I want more sentient clouds of energy, vague, formless entities, and otherwise completely alien stuff. Oh, and no cities. Cities (in any familiar sense of the word) as an abstract concept are too familiar for what should be [i]really weird places[/i]. 4. A lot of the planar stuff has really, really dumb names. I'm not going to name any of those names, however, as I'm sure others have different opinions. [/QUOTE]
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