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Why do most groups avoid planar games?
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<blockquote data-quote="Oryan77" data-source="post: 2183168" data-attributes="member: 18701"><p>I understand how you can think of it that way. But really, it's no different than anything else. It's just a different way to describe doing the exact same thing. Like everyone keeps saying, it's "weird". Planar games are really no different than other games. You're still accomplishing the same goals, just in a more colorful way. If you want your players to go from city A to city B, you're going to provide them with transportation to get there somehow or another. Same with providing them with a portal. You want to get them to destination B, the only difference is the method of travel. If you want to provide them with a ship & let them make the decision where they want to end up, they have to first know the direction & 'how' to get there. Planewalkers do the same thing. They can decide where they want to go, all they have to do is find out 'how' to get there. Instead of finding a cartographer with maps of the seas/lands, they find a portal specialist to find out what portal to take and what key opens it. </p><p></p><p>If you say, "well part of travelling on the road is the encounters". If I want to have travelling encounters, the party might need to take several portals. Take portal #1 to plane #1 in order to take portal #2 that will lead them to their destination. And I can throw travelling encounters at them while they are on plane #1 heading to portal #2.</p><p></p><p>It's not really anymore sci-fi than standard settings. It's just magical travel & magical environments.</p><p></p><p>I'll agree though, players don't learn as many intricate details about regions in a planar game. But I would get bored playing in the same land around the same city session after session. Those details bore me. I play D&D for new fun adventures and character growth, not to learn about the politics a DM created for his city or the climate changes throughout the year in the land he created. If I'm given enough info so I can visualize the environment and understand the natives, that's all I need.</p><p></p><p>I think people just complain about planar games because they prefer standard fantasy...nothing more. The 2 games are really no different as far as gameplay goes unless you make it different. It's just different environments, just like different kingdoms on a prime world. Planar games are just more extreme, which can be too much. Some people like vanilla settings and some like chocolate settings...in the end, it's still just ice cream.</p></blockquote><p></p>
[QUOTE="Oryan77, post: 2183168, member: 18701"] I understand how you can think of it that way. But really, it's no different than anything else. It's just a different way to describe doing the exact same thing. Like everyone keeps saying, it's "weird". Planar games are really no different than other games. You're still accomplishing the same goals, just in a more colorful way. If you want your players to go from city A to city B, you're going to provide them with transportation to get there somehow or another. Same with providing them with a portal. You want to get them to destination B, the only difference is the method of travel. If you want to provide them with a ship & let them make the decision where they want to end up, they have to first know the direction & 'how' to get there. Planewalkers do the same thing. They can decide where they want to go, all they have to do is find out 'how' to get there. Instead of finding a cartographer with maps of the seas/lands, they find a portal specialist to find out what portal to take and what key opens it. If you say, "well part of travelling on the road is the encounters". If I want to have travelling encounters, the party might need to take several portals. Take portal #1 to plane #1 in order to take portal #2 that will lead them to their destination. And I can throw travelling encounters at them while they are on plane #1 heading to portal #2. It's not really anymore sci-fi than standard settings. It's just magical travel & magical environments. I'll agree though, players don't learn as many intricate details about regions in a planar game. But I would get bored playing in the same land around the same city session after session. Those details bore me. I play D&D for new fun adventures and character growth, not to learn about the politics a DM created for his city or the climate changes throughout the year in the land he created. If I'm given enough info so I can visualize the environment and understand the natives, that's all I need. I think people just complain about planar games because they prefer standard fantasy...nothing more. The 2 games are really no different as far as gameplay goes unless you make it different. It's just different environments, just like different kingdoms on a prime world. Planar games are just more extreme, which can be too much. Some people like vanilla settings and some like chocolate settings...in the end, it's still just ice cream. [/QUOTE]
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Why do most groups avoid planar games?
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