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what's your favorite plane /tg/?
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>>97491135
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>>97491135
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brrap plane. brrraaap! oof
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>>97491587
My man!
Don't care about performance or BVR vs Agility debate, russian birds are the prettiest!
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>>97491688
Last time we visited another plane was in some high level 3.5, a quick travel through the plane of fire. Nothing too memorable all things considered. All games after that have been low-ish level or not fantasy at all so we never had another chance.
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>>97491135
Nothing beats banging around the cage with a few canny bashers
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>>97491684
That they are, even if I always will have a soft spot for this chonky bitch.
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>>97491135
JUST GET ME OUT OF AVERNUS
>>97491717
>if 80s was a plane
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>>97491135
Probably New Phyrexian
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>>97491898
So this one?
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>>97491135
Do any of the non-red circled planes even get used for adventuring? Like, at all? I feel like they might as well not exist. I have never heard anyone planar travel to Ysgard, Arcadia, Arborea or Gehanna or all the others for any reason.
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>>97492141
Back when I was running Planescape in the early 2010s, my most frequently used planes were Arcadia, Mount Celestia, Bytopia, Elysium, Gehenna, and Pandemonium.
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>>97492182
I've used it before, always liked the Effeeti. Doesn't seem like there's much else of worth on the elemental planes though, they're just like the material except instead of having multiple things there's only one thing.
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>>97491135
Mechanus. The Modrons remind me of Reboot.
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>>97491135
Su-47
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>>97491309
>A planefucker thread.
>On /tg/ and not /k/
I knew there was crossover, but damn.
>>97491684
Also correct. Soviet birds (and ships) are so elegant.
Makes me hate the Russians even more for what they did to them.
>>97496706
Those things are genuinely remarkable beauties. The few that are left belong in a museum, under roof, where they can be lovingly maintained.
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>>97496706
Reverse swept wings are fucking beautiful. I get why they never really took off as a concept but man I wish they'd make more of them.
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>>97492141
I mean the Material's not circled and that's pretty commonly used.
Ysgard and the Beastlands for some oneoffs can work.
Acheron and Mechanus have potential Gehenna and Carceri can be fun but Hades is so explicitly the boring plane it's not very fun.
Not a huge fan of Limbo or Pandemonium. COuld not tell you anything about Elysium through Arcadia other than "Mount Celestia has a mountain."
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>>97491135
Carceri doesn't get the love it deserves.
It has one distinct trait that makes it scarier than any of the other planes, even scarier than Hell or the Abyss: Almost all portals to the plane are one way.
I like to play up the Prison Plane concept even further though. While Carceri has a lesser known trait where anything banished/exiled there is trapped unless they grow more powerful than whatever sent them, I just have it so that planar travel magic just automatically fails on Carceri. I treat Carceri as a true one-way plane, where it requires magic beyond the power of most deities in order to leave.
My groups are terrified of it, though there's supposedly all kinds of amazing treasure and outsiders trapped there. Anytime they find a portal, they always do their best to make sure it doesn't lead to Carceri.
I'd love to run a prison break adventure, where the players have to do the impossible and retrieve something from Carceri, but I also kind of love it as a black box of mystery where things get sent and nothing ever returns.
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Pfeil my beloved
>>97509061
>I'd love to run a prison break adventure, where the players have to do the impossible and retrieve something from Carceri, but I also kind of love it as a black box of mystery where things get sent and nothing ever returns.
For some reason, this sentence reminded me of the concept I had a while ago. It was basically just the reverse of the standard 'go to the afterlife (hell) to retrieve someone', so its 'Rip someone out of heaven because you hate their guts so much'.
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>>97509061
>it requires magic beyond the power of most deities in order to leave.
Tanar'ri go through it regularly to fight in Oinos, and Modrons have no problem marching through it either. Maybe it's just for mortals, or when going beyond the first layer?
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>>97509906
It's all about that one-in-a-billion chance that you can figure out how to leave, in exchange for some potentially reality-altering artifact or secret that can only be found there.
Canonically, Carceri is actually not that scary, as long as you have not been banished there. The river Styx flows through the first layer and connects to all the other lower planes, and you can even walk through some areas where the boundaries between the planes blur. The "scary" part of the plane is the atmosphere: it makes people become paranoid and treacherous, so not only is everyone you meet likely to betray you, your own traveling companions might turn on you. Even worse, you might turn on them.
But, I prefer the main focus to be it being the trash can of the planes, where things get sent to cut them off from the rest of existence, and how to get out is a secret few know and even fewer are willing to share, and never without some incredible cost being paid. But, at the same time, it's where forgotten deities, forbidden items, and lost secrets can be found in abundance. If you can't find it anywhere else, that means it might be on Carceri.
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>>97510151
But let's say one of your players takes that risk and goes into the portal, what then? Are they going to play there solo? Or will they roll up a new character?
In practical terms that's just character death that you can't Resurrect your way from.
Don't take me wrong, I think it's a cool idea, but I'm not surprised the players avoid it. You'd have to pivot the campaign entirely to Carceri adventures otherwise, it's just super-death.
(...or have the unspoken but very obvious expectation that the PC will win that planar lottery and go back in some unspecified future.)
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>>97510283
It being a campaign (or arc) worthy event is kind of the whole point.
Planar travel has lost a lot of its gravitas. It's supposed to be this rare, amazing, difficult thing, but it's often treated with even less importance than traveling to a different country. Having at least one plane as a "you might really never come back" place is useful to have, especially with Hell and the Abyss having become something of tourist destinations thanks to all the adventures that treat them as such. I have personally had characters travel to Hell (and back) more than a dozen times, and I feel like it's become something of a cliche. In fact, it's such a cliche, that the grand depository of all D&D cliches, BG3, includes a little detour to Hell.
>the unspoken but very obvious expectation that the PC will win that planar lottery
That "unspoken" business is inherent to a lot of the game, just like the unspoken pact that a deadly dungeon will contain some amazing treasure, and not just be a deadly dungeon without any reward. Players can expect that while other characters might face 1 in a billion odds, they have a much better chance. Whether that's 1/2 or 1/100 is a mystery, and anyone sane wouldn't gamble on those odds.
Carceri is an often forgotten plane that's out of the way, and that works in its favor. It can be just a bit of lore that pops up every now and then, with players identifying a portal and sighing with relief that it doesn't lead to Carceri but to Hell instead.
And, it can also be a campaign-changing destination where the PCs have to contend with a plane of prisoners betraying each other in order to try and be one of the handful of souls that have ever escaped, filled with items and creatures considered too dangerous to exist. Lots of room to amaze and surprise even jaded players who already have gotten their share of souvenirs from other lower planes.