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Why do most groups avoid planar games?
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<blockquote data-quote="DrNilesCrane" data-source="post: 2183427" data-attributes="member: 7652"><p>Fairly familiar with Planescape (have the old box set) - like the design/art/lingo, but not inspired enough to run it. To answer your question, In my campaigns, the deities typically have no direct interaction with mortals - for example, it's a current theory of some in my current campaign that all magic is a single source (clerics are really a different kind of sorcerer). A planar structure wouldn't really fit, whether Great Wheel, Nifty Trapizoid, or Spectacular Circle. To clarify, I don't feel I *need* to bring the campaign plane hopping to bring to the table what I and my players enjoy, which is pretty much what it boils down to. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>Cool. </p><p></p><p></p><p></p><p></p><p>One thing I'm working on for my next campaign is that each island of the campaign area is (in a sense) something of it's own plane: i.e. the physics of the world of <em>The 6 Elements </em> allow (but don't require) for radically different physicalities within fairly close (tens of miles) proximity to one another (i.e. an island that is similiar to the Plane of Fire in many respects could be a day away from something the exact opposite). In that respect, I suppose I'm taking aspects of plane hopping that I like (different environments, different races, etc.) and putting them within a mono-planar context. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DrNilesCrane, post: 2183427, member: 7652"] Fairly familiar with Planescape (have the old box set) - like the design/art/lingo, but not inspired enough to run it. To answer your question, In my campaigns, the deities typically have no direct interaction with mortals - for example, it's a current theory of some in my current campaign that all magic is a single source (clerics are really a different kind of sorcerer). A planar structure wouldn't really fit, whether Great Wheel, Nifty Trapizoid, or Spectacular Circle. To clarify, I don't feel I *need* to bring the campaign plane hopping to bring to the table what I and my players enjoy, which is pretty much what it boils down to. :) Cool. One thing I'm working on for my next campaign is that each island of the campaign area is (in a sense) something of it's own plane: i.e. the physics of the world of [I]The 6 Elements [/I] allow (but don't require) for radically different physicalities within fairly close (tens of miles) proximity to one another (i.e. an island that is similiar to the Plane of Fire in many respects could be a day away from something the exact opposite). In that respect, I suppose I'm taking aspects of plane hopping that I like (different environments, different races, etc.) and putting them within a mono-planar context. :) [/QUOTE]
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