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Why do most groups avoid planar games?
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<blockquote data-quote="ThirdWizard" data-source="post: 2184560" data-attributes="member: 12037"><p>I almost agree with you here. I would say, comprehend is a little to far for me, but non-understanding of motivations, I accept. My players have never seen a Fiend or Celestial sitting around drinking and cavorting. I definately downplay the Outsider interaction in Sigil. I think the most interaction someone has done was with a Yugoloth who was looking for someone. The Yugoloth made him find someone, then killed the guy and left. Why? Best not to ask questions.</p><p></p><p></p><p></p><p>Honestly, IMC Celestials usually questing, Devils are corrupting, and Demons and Daemons are doing their own things, which vary. So, I agree. They arn't ever relaxing or recreating, or what have you. They are always working toward something, whatever that thing might be. No rest for them.</p><p></p><p></p><p></p><p>Agreed, assuming we're talking about Outsiders here. Half-Celestials/Fiends are a different story, as are Planetouched, Gith offshoots, etc. These are basically mortals who evolved from the planes themselves. I suppose whether you like them or not will depend on how survivable you think the planes actually should be. The Githyanki, for example, forging an empire in the Astral, I love.</p><p></p><p></p><p></p><p>Also, love it with regard to Outsiders.</p><p></p><p></p><p></p><p>Outsiders having little outsiders sounds so... mortal. Fiends actually stem from the souls of the most wicked mortals, given shape and permeated with the evil of the plane. It never goes into Celestials, though. I would assume that they spring into being when "existance" or whatever finds that they are needed, each with their own particular fate in the grand scheme of things.</p><p></p><p></p><p></p><p>I'm not quite sure I understand this statement. Are you saying that there is more to the planes than a mortal has knowlege of, and even though we have no beliefs about it, it still exists? A tree falling in the woods, and noone hearing it still means a tree has fallen in the woods?</p><p></p><p></p><p></p><p>Obviously one is more "bloody" than the other. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>But, in any case, I don't utilize this imagery.</p><p></p><p></p><p></p><p>You know, I find this kind of ironic. Many people don't like Planescape because its too surrealistic at times, but you seem to want the surrealism. It just goes to show you that you litterally cannot please everyone, no matter what. I, myself try for not too much surrealism, because tends to it leaves players baffled and doesn't breed player involvement (which I'm big on), unless very well crafted, and even then...</p><p></p><p>Obviously, if you love the idea of the planes as surreal, you arn't going to get a good game out of them if you are constantly there. It would involve too much blundering, too little interaction, and too little plot to make use of it as an actual long term campaign, though maybe an intersting episodic game if someone was into (which I think neither of us are). Which is another reason I underplay the surrealism, or at least make it a backdrop for my games instead of any real focus, for example, the changing to an anthropomorph on the Beastlands.</p><p></p><p>This might be where the stylistic difference counts the most.</p><p></p><p></p><p></p><p>Planescape is interesting in that it is a philosophical setting. The Factions, beliefs having real power, and the pushing onto DMs that many situations can be solved through roleplay were part of what really made the setting stand out. Ironically, it went against the very dungeons and dragons that gave the game its name, with adventures where travel and meeting interesting people who lived in these strange worlds with strange ideas were the main focus. You could litterally change the face of entire areas by changing the way in which people there <em>thought</em>.</p><p></p><p>The sense of mystery might be lost for some who are bombarded with mystery constantly, but for me, it only awakens new wonder every time I play. Once the PCs in my game came upon a giant temple, with portals to a temple just like it on every plane of existance. Only, they found out, it was actually one temple. Their notions of space and "where" something is were readily dismissed by some who knew about it as foolish and "childlike." One time they had to try and stop a war so that a kingdom would not move to the Abyss, and then they failed but changed things enough that a good portion of it fell into Carceri. Yet another time they came upon a Celestial guarding something. They didn't chat with him because he had nowhere to go, he wasn't interseting in the outside world, and he didn't care to inform them of what he was doing even though they were good. He told them to leave, for their questions were of no use, and they could not understand the true nature of what he was doing. [They wanted something he was guarding, but luckily for them did not decide to try anything.]</p><p></p><p>You could run it as a prime with different window dressing, I know. The game I'm running right now is kind of like that because I have two new players and I don't want them to be lost, so I'm slowly introducing them to the more in depth planar philosophies, so not too much weirdness. </p><p></p><p>Planescape is interseting to me in that it is whatever I feel like at the time. I can run a viking campaign set on Ysgard or I could run a Limbo/Pandemonium campaign where the main theme revolves around the abstract idea of true madness, what reality is, and if there is a distinction between the two. It's whatever you want it to be.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2184560, member: 12037"] I almost agree with you here. I would say, comprehend is a little to far for me, but non-understanding of motivations, I accept. My players have never seen a Fiend or Celestial sitting around drinking and cavorting. I definately downplay the Outsider interaction in Sigil. I think the most interaction someone has done was with a Yugoloth who was looking for someone. The Yugoloth made him find someone, then killed the guy and left. Why? Best not to ask questions. Honestly, IMC Celestials usually questing, Devils are corrupting, and Demons and Daemons are doing their own things, which vary. So, I agree. They arn't ever relaxing or recreating, or what have you. They are always working toward something, whatever that thing might be. No rest for them. Agreed, assuming we're talking about Outsiders here. Half-Celestials/Fiends are a different story, as are Planetouched, Gith offshoots, etc. These are basically mortals who evolved from the planes themselves. I suppose whether you like them or not will depend on how survivable you think the planes actually should be. The Githyanki, for example, forging an empire in the Astral, I love. Also, love it with regard to Outsiders. Outsiders having little outsiders sounds so... mortal. Fiends actually stem from the souls of the most wicked mortals, given shape and permeated with the evil of the plane. It never goes into Celestials, though. I would assume that they spring into being when "existance" or whatever finds that they are needed, each with their own particular fate in the grand scheme of things. I'm not quite sure I understand this statement. Are you saying that there is more to the planes than a mortal has knowlege of, and even though we have no beliefs about it, it still exists? A tree falling in the woods, and noone hearing it still means a tree has fallen in the woods? Obviously one is more "bloody" than the other. ;) But, in any case, I don't utilize this imagery. You know, I find this kind of ironic. Many people don't like Planescape because its too surrealistic at times, but you seem to want the surrealism. It just goes to show you that you litterally cannot please everyone, no matter what. I, myself try for not too much surrealism, because tends to it leaves players baffled and doesn't breed player involvement (which I'm big on), unless very well crafted, and even then... Obviously, if you love the idea of the planes as surreal, you arn't going to get a good game out of them if you are constantly there. It would involve too much blundering, too little interaction, and too little plot to make use of it as an actual long term campaign, though maybe an intersting episodic game if someone was into (which I think neither of us are). Which is another reason I underplay the surrealism, or at least make it a backdrop for my games instead of any real focus, for example, the changing to an anthropomorph on the Beastlands. This might be where the stylistic difference counts the most. Planescape is interesting in that it is a philosophical setting. The Factions, beliefs having real power, and the pushing onto DMs that many situations can be solved through roleplay were part of what really made the setting stand out. Ironically, it went against the very dungeons and dragons that gave the game its name, with adventures where travel and meeting interesting people who lived in these strange worlds with strange ideas were the main focus. You could litterally change the face of entire areas by changing the way in which people there [i]thought[/i]. The sense of mystery might be lost for some who are bombarded with mystery constantly, but for me, it only awakens new wonder every time I play. Once the PCs in my game came upon a giant temple, with portals to a temple just like it on every plane of existance. Only, they found out, it was actually one temple. Their notions of space and "where" something is were readily dismissed by some who knew about it as foolish and "childlike." One time they had to try and stop a war so that a kingdom would not move to the Abyss, and then they failed but changed things enough that a good portion of it fell into Carceri. Yet another time they came upon a Celestial guarding something. They didn't chat with him because he had nowhere to go, he wasn't interseting in the outside world, and he didn't care to inform them of what he was doing even though they were good. He told them to leave, for their questions were of no use, and they could not understand the true nature of what he was doing. [They wanted something he was guarding, but luckily for them did not decide to try anything.] You could run it as a prime with different window dressing, I know. The game I'm running right now is kind of like that because I have two new players and I don't want them to be lost, so I'm slowly introducing them to the more in depth planar philosophies, so not too much weirdness. Planescape is interseting to me in that it is whatever I feel like at the time. I can run a viking campaign set on Ysgard or I could run a Limbo/Pandemonium campaign where the main theme revolves around the abstract idea of true madness, what reality is, and if there is a distinction between the two. It's whatever you want it to be. [/QUOTE]
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