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Why do most groups avoid planar games?
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<blockquote data-quote="Wild Gazebo" data-source="post: 2184527" data-attributes="member: 24413"><p>Well, I didn't read all of the threads here...sorry. So, I'm just going to ramble a bit about my introduction and perception of Planescape. </p><p></p><p>First off, I don't think of it as a campaign setting...that would be far too difficult for me to concieve. Secondly, I feel Planescape is just a reintroduction of an old idea from a new perspective. </p><p></p><p>I have always treated the planes (since the 1st ed Manual of Planes...I really didn't GET them before that) as a type of 'what's beneath the surface' menatility to understanding phantasy worlds. So, any world or campaign is actually a part of the planes--regardless of the knowledge of the fact. My idea of the planes are fairly passive yet all encompassing (I know, a fairly common tactic). But, this allows me to use them without any significant judgement...no hard fast rules, no limitaions of power or structure...ect. This laidback attitude has allowed me to enjoy several aspects of playing in the planes including low-level adventures to abstract powerful planes were the forces of good and evil are in permanent conflict. </p><p></p><p>I remember when planescape came out a large group of my friends were quite angry...even indignant towards the release. 'Cause, it stepped on a few toes. It took years of concisely written material of tough powerful creatures spawned from powerful unknowns to a type of pedestrian acceptance of said powers. Planescape introduced itself from the local laymans perspective of the planes. A type of "yeah, I'm nobody...living in an infinite multiverse...under the thumb of an infinite number of powers...so what? A berk's gotta live" attitude. They desided to turn god into a bum...metaphorically speaking. So they created these little lowman pockets of likeminded creatures who weren't superpowers and dotted them throughout the planes...sort of like 'metaphysical union breaks'. I mean, what of all the underlings, transfered souls, and day to day bustles that are inherent toward any powerstuctures. Throw in some clueless primes and you have the making of some fun wonderous adventures.. But that is just my take.</p><p></p><p>So I think the transfer from mystery to pedantry really affected some people deeply. Other than that, I can only see differences in playstyles really affecting peoples perceptions of the planes. I vary my playstyles so much that this has never really been a problem...but again that is just my take on the situation.</p><p></p><p>I think I'll go read some more of these posts now.</p></blockquote><p></p>
[QUOTE="Wild Gazebo, post: 2184527, member: 24413"] Well, I didn't read all of the threads here...sorry. So, I'm just going to ramble a bit about my introduction and perception of Planescape. First off, I don't think of it as a campaign setting...that would be far too difficult for me to concieve. Secondly, I feel Planescape is just a reintroduction of an old idea from a new perspective. I have always treated the planes (since the 1st ed Manual of Planes...I really didn't GET them before that) as a type of 'what's beneath the surface' menatility to understanding phantasy worlds. So, any world or campaign is actually a part of the planes--regardless of the knowledge of the fact. My idea of the planes are fairly passive yet all encompassing (I know, a fairly common tactic). But, this allows me to use them without any significant judgement...no hard fast rules, no limitaions of power or structure...ect. This laidback attitude has allowed me to enjoy several aspects of playing in the planes including low-level adventures to abstract powerful planes were the forces of good and evil are in permanent conflict. I remember when planescape came out a large group of my friends were quite angry...even indignant towards the release. 'Cause, it stepped on a few toes. It took years of concisely written material of tough powerful creatures spawned from powerful unknowns to a type of pedestrian acceptance of said powers. Planescape introduced itself from the local laymans perspective of the planes. A type of "yeah, I'm nobody...living in an infinite multiverse...under the thumb of an infinite number of powers...so what? A berk's gotta live" attitude. They desided to turn god into a bum...metaphorically speaking. So they created these little lowman pockets of likeminded creatures who weren't superpowers and dotted them throughout the planes...sort of like 'metaphysical union breaks'. I mean, what of all the underlings, transfered souls, and day to day bustles that are inherent toward any powerstuctures. Throw in some clueless primes and you have the making of some fun wonderous adventures.. But that is just my take. So I think the transfer from mystery to pedantry really affected some people deeply. Other than that, I can only see differences in playstyles really affecting peoples perceptions of the planes. I vary my playstyles so much that this has never really been a problem...but again that is just my take on the situation. I think I'll go read some more of these posts now. [/QUOTE]
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