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Why do most groups avoid planar games?
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<blockquote data-quote="Sejs" data-source="post: 2186107" data-attributes="member: 4910"><p>Part of the problem I have as both a DM and as a player, with planar adventures, is one of scope.</p><p></p><p>Things get too big and I lose my ability to fully wrap my mind around them. In the end I find myself breaking the planes down into bite-size chunks that I'm able to understand, and that feels like a disservice, and not particularly honest to the material. </p><p></p><p>When the scale get too large I stop being able to experience it, and instead compartmentalize and rationalize things. Things stop being an adventure and start becoming an exercise. That's just not nearly as fun for me. I can deal with planar adventures by reducing the cosmology from infinite planes, infinitly large, to something more digestable, but that takes a good ammount of work to set up. Not to mention having to work it so it all hangs together thematically.</p><p></p><p></p><p>Example of a 'Bad' (for Sejs) Cosmology: Planescape. It's too big for me to handle if you include everything and everywhere.</p><p></p><p>Example of a Cosmology I'm better able to handle: World of Darkness. WoD's Umbra is pretty analogous to D&Ds Etherial Plane. The near-umbra (border etherial) mirrors the real world due to its proximity, and the farther out you get (deep umbra/etherial) that likeness stops and it begins to have its own features. For the most part, it's akin to a fog-choked sea. Beyond that you have the Far Reaches (the outer planes) but very, very little is known about them because, for the most part, if you go there you don't come back. That's a scale I can deal with. As a DM, that's a scale I feel I can present to my players honestly, and make cool.</p></blockquote><p></p>
[QUOTE="Sejs, post: 2186107, member: 4910"] Part of the problem I have as both a DM and as a player, with planar adventures, is one of scope. Things get too big and I lose my ability to fully wrap my mind around them. In the end I find myself breaking the planes down into bite-size chunks that I'm able to understand, and that feels like a disservice, and not particularly honest to the material. When the scale get too large I stop being able to experience it, and instead compartmentalize and rationalize things. Things stop being an adventure and start becoming an exercise. That's just not nearly as fun for me. I can deal with planar adventures by reducing the cosmology from infinite planes, infinitly large, to something more digestable, but that takes a good ammount of work to set up. Not to mention having to work it so it all hangs together thematically. Example of a 'Bad' (for Sejs) Cosmology: Planescape. It's too big for me to handle if you include everything and everywhere. Example of a Cosmology I'm better able to handle: World of Darkness. WoD's Umbra is pretty analogous to D&Ds Etherial Plane. The near-umbra (border etherial) mirrors the real world due to its proximity, and the farther out you get (deep umbra/etherial) that likeness stops and it begins to have its own features. For the most part, it's akin to a fog-choked sea. Beyond that you have the Far Reaches (the outer planes) but very, very little is known about them because, for the most part, if you go there you don't come back. That's a scale I can deal with. As a DM, that's a scale I feel I can present to my players honestly, and make cool. [/QUOTE]
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