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Why do most groups avoid planar games?
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<blockquote data-quote="Celebrim" data-source="post: 2186835" data-attributes="member: 4937"><p>If I was going to run a low level planar game, I'd probably spend some time fleshing out rules by which characters could more directly feel the impact of the universe being morphic to thought. I'd let even little 1st level characters roll against thier 'dream shaping' to impact the universes morphic properties. I'd add rules that made certain kinds of manifestations easier for players of different allignments, and I'd add as many feats requiring specific alignments as I could think of. I'd add rules for protecting your own alignment and beliefs from morphic attack, and alot of the 'combat' would consist more of trying to stay who you want to be than just hacking and slashing at things. </p><p></p><p>I'd make the character's normal joes, but I'd make them 'dead' normal joes. Everyone starts out as a petitioner with a limited ammount of Knowledge (Former Life), Knowledge (Dreaming), and Knowledge (Planar Traveling). Depending on your alignment, you'd get different starting natural attacks, immunities, innate spell abilities, and appearances. I'd take the Planescape setting as a base, but I'd clean out all the populations of mundanes ('burks', 'cutters', etc.) living out there and reduce the number of primes to one, and I'd probably assume that travel and commerce via portals was much harder than in the base setting, and that most other petitioners that you meet along the way have settled there only because they got lost and have given up hope of getting further.</p><p></p><p>Eventually, players would learn things (like the fact that they could take levels in Outsiders of various sorts alla Savage Species) and figure out what they were supposed to be doing in the afterlife (other than trying to keep thier spirit enough intact that they would be conscious to enjoy it). I'm not exactly sure at this point what 'adventures' would consist of, but I could probably think of something if I had some time to brainstorm.</p><p></p><p>The point is that anything you can do on the planes you can do on the prime, because there are not alot of deeply integrated rules for how things are different on the planes compared to the prime. Border Towns don't really 'move', because they are in effect infinitely far from everything both before and after the move. They move only in the sense that the DM says that they move. And great, it moved, but what does that really mean when its not a part of a fixed environment? It's not like a place in the Forgotten Realms being moved (something that did happen in a campaign I was in BTW), where the change in the geographic location has a tangible meaning it that it is now possible to sail a ship to a place that previously you couldn't or whatever.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2186835, member: 4937"] If I was going to run a low level planar game, I'd probably spend some time fleshing out rules by which characters could more directly feel the impact of the universe being morphic to thought. I'd let even little 1st level characters roll against thier 'dream shaping' to impact the universes morphic properties. I'd add rules that made certain kinds of manifestations easier for players of different allignments, and I'd add as many feats requiring specific alignments as I could think of. I'd add rules for protecting your own alignment and beliefs from morphic attack, and alot of the 'combat' would consist more of trying to stay who you want to be than just hacking and slashing at things. I'd make the character's normal joes, but I'd make them 'dead' normal joes. Everyone starts out as a petitioner with a limited ammount of Knowledge (Former Life), Knowledge (Dreaming), and Knowledge (Planar Traveling). Depending on your alignment, you'd get different starting natural attacks, immunities, innate spell abilities, and appearances. I'd take the Planescape setting as a base, but I'd clean out all the populations of mundanes ('burks', 'cutters', etc.) living out there and reduce the number of primes to one, and I'd probably assume that travel and commerce via portals was much harder than in the base setting, and that most other petitioners that you meet along the way have settled there only because they got lost and have given up hope of getting further. Eventually, players would learn things (like the fact that they could take levels in Outsiders of various sorts alla Savage Species) and figure out what they were supposed to be doing in the afterlife (other than trying to keep thier spirit enough intact that they would be conscious to enjoy it). I'm not exactly sure at this point what 'adventures' would consist of, but I could probably think of something if I had some time to brainstorm. The point is that anything you can do on the planes you can do on the prime, because there are not alot of deeply integrated rules for how things are different on the planes compared to the prime. Border Towns don't really 'move', because they are in effect infinitely far from everything both before and after the move. They move only in the sense that the DM says that they move. And great, it moved, but what does that really mean when its not a part of a fixed environment? It's not like a place in the Forgotten Realms being moved (something that did happen in a campaign I was in BTW), where the change in the geographic location has a tangible meaning it that it is now possible to sail a ship to a place that previously you couldn't or whatever. [/QUOTE]
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