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Why do most groups avoid planar games?
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<blockquote data-quote="Turjan" data-source="post: 2184562" data-attributes="member: 3477"><p>This is very nicely expressed what I feel about Planescape and Co. as a setting. Don't get me wrong: The 'Manual of the Planes' is one of my favourite 3.x books and a good source of inspiration for my game. I cherish 'The Factol's Manifesto' as one of my favourite setting books and a goldmine for spicing one of the cities in my homebrew up - on the prime <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>Let's face it: Sigil is about as exotic as the Bronx. Many Planescape taverns let a French café, a German Biergarten or a Greek taverna look like something from outer space. In comparison, a journey to Varanasi would probably provoke a culture shock. The planes as a slightly weird copy of the prime does not work for me. This is a double crime in my enjoyment of a campaign.</p><p></p><p>First, it makes the pirme completely insignificant. Why should the heroes try to engage in politics in their homeland or want to get ruler of their own realm? Just take the next door, and outside is the endless adventure, where your pure thoughts can form the land of your dreams. A penthouse in Sigil and the hunting lodge on Ysgard are so much more exciting. Why not combine both and become first a ruler of the Empire and then move with the whole population to Arborea? The last one please does no't forget to close the door before the orcs follow. And then let's forget that dirtball. At least we now know why neither demons nor devils ever bothered to come. They already rule the infinite, why struggle over the doormat. </p><p></p><p>Second, and maybe surprisingly, it makes the planes and the afterlife insignificant. Welcome, and if the gods were merciful, you came as petitioner and don't really get what happens around you. You've got business as usual. It's about who gets the bigger house and who's the new king of the tavern. Instead of wars over oil we get wars over souls, and as funny as it may sound, for vastly the same reasons. Paradoxically, this takes the meaning of everything away. Why do anything at all? For which goal?</p><p></p><p>This said, I can imagine that a Planescape campaign might be fun - which is without doubt the main reason why we all play the game. If I don't think of planes à la Planescape as part of my fantasy world, that's fine. It just doesn't work in combination with my standard fantasy setting for me.</p></blockquote><p></p>
[QUOTE="Turjan, post: 2184562, member: 3477"] This is very nicely expressed what I feel about Planescape and Co. as a setting. Don't get me wrong: The 'Manual of the Planes' is one of my favourite 3.x books and a good source of inspiration for my game. I cherish 'The Factol's Manifesto' as one of my favourite setting books and a goldmine for spicing one of the cities in my homebrew up - on the prime ;). Let's face it: Sigil is about as exotic as the Bronx. Many Planescape taverns let a French café, a German Biergarten or a Greek taverna look like something from outer space. In comparison, a journey to Varanasi would probably provoke a culture shock. The planes as a slightly weird copy of the prime does not work for me. This is a double crime in my enjoyment of a campaign. First, it makes the pirme completely insignificant. Why should the heroes try to engage in politics in their homeland or want to get ruler of their own realm? Just take the next door, and outside is the endless adventure, where your pure thoughts can form the land of your dreams. A penthouse in Sigil and the hunting lodge on Ysgard are so much more exciting. Why not combine both and become first a ruler of the Empire and then move with the whole population to Arborea? The last one please does no't forget to close the door before the orcs follow. And then let's forget that dirtball. At least we now know why neither demons nor devils ever bothered to come. They already rule the infinite, why struggle over the doormat. Second, and maybe surprisingly, it makes the planes and the afterlife insignificant. Welcome, and if the gods were merciful, you came as petitioner and don't really get what happens around you. You've got business as usual. It's about who gets the bigger house and who's the new king of the tavern. Instead of wars over oil we get wars over souls, and as funny as it may sound, for vastly the same reasons. Paradoxically, this takes the meaning of everything away. Why do anything at all? For which goal? This said, I can imagine that a Planescape campaign might be fun - which is without doubt the main reason why we all play the game. If I don't think of planes à la Planescape as part of my fantasy world, that's fine. It just doesn't work in combination with my standard fantasy setting for me. [/QUOTE]
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