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Why do most groups avoid planar games?
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<blockquote data-quote="The Shaman" data-source="post: 2182809" data-attributes="member: 26473"><p>I don't have my <em>DMG</em> handy, but I seem to recall that at least some of the planes in the standard cosmology are described as infinite. While I agree that it's not inherent in planar adventuring in a general way, I believe (and please correct me if I'm wrong) it is a conceit of the Great Wheel.</p><p></p><p>To touch on another point, <strong>Psion</strong>, perhaps one reason that planar adventure is seen as more suitable for high-level characters is that the magic required to access the planes without recourse to magic portals or magic items is fairly high level. IIRC <em>ethereal jaunt</em> is a 7th-level spell and <em>astral projection</em> 9th-level - to some GMs this means the only way the characters can experience the other planes at lower levels is by <em>deus ex porta</em>, and once the adventurers arrive, they are at the mercy of whatever portals the GM chooses to create. Generally speaking I prefer to put those choices in the hands of the players through the use of their own abilities rather than depending on GM contrivance.</p><p></p><p>There's also the idea (at least in my game-world) that portals to other worlds tend to attract powerful guardians, powerful predators, or both (perhaps one on each side!). The guardians and predators must be powerful if they are to survive encountering the sorts of creatures that may come through the portal - in any case low-level adventurers simply aren't up to the task in most cases.</p><p></p><p>Now none of this is graven in stone - one could postulate that 1st-level characters pass through a portal that leads to a sort of 'transportation hub' with portals leading to a variety of different planes, all hospitable and with a range of challenges suitable to the level of the characters. The fact is, only a small number of GMs seem to be terribly excited in running this sort of game, IMX. That doesn't make it bad - it merely makes it less popular.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2182809, member: 26473"] I don't have my [i]DMG[/i] handy, but I seem to recall that at least some of the planes in the standard cosmology are described as infinite. While I agree that it's not inherent in planar adventuring in a general way, I believe (and please correct me if I'm wrong) it is a conceit of the Great Wheel. To touch on another point, [b]Psion[/b], perhaps one reason that planar adventure is seen as more suitable for high-level characters is that the magic required to access the planes without recourse to magic portals or magic items is fairly high level. IIRC [i]ethereal jaunt[/i] is a 7th-level spell and [i]astral projection[/i] 9th-level - to some GMs this means the only way the characters can experience the other planes at lower levels is by [i]deus ex porta[/i], and once the adventurers arrive, they are at the mercy of whatever portals the GM chooses to create. Generally speaking I prefer to put those choices in the hands of the players through the use of their own abilities rather than depending on GM contrivance. There's also the idea (at least in my game-world) that portals to other worlds tend to attract powerful guardians, powerful predators, or both (perhaps one on each side!). The guardians and predators must be powerful if they are to survive encountering the sorts of creatures that may come through the portal - in any case low-level adventurers simply aren't up to the task in most cases. Now none of this is graven in stone - one could postulate that 1st-level characters pass through a portal that leads to a sort of 'transportation hub' with portals leading to a variety of different planes, all hospitable and with a range of challenges suitable to the level of the characters. The fact is, only a small number of GMs seem to be terribly excited in running this sort of game, IMX. That doesn't make it bad - it merely makes it less popular. [/QUOTE]
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