I wanted my campaign to form into a planescaper, I gave the party a cubic gate but it seems that the players never stay in one plane for to long which is unfortunate as I want it to feel more like a survival as they find a way back home. I'm wondering if I should Nerf the gate now or anything really.
Are you getting a vibe from the players in what they are enjoying or not enjoying? I feel if they are absolutely loving this ability to jump freely from plane to plane, don't change anything with their power to do so. If a majority of the players are wanting to stay in a plane, but one player keeps going off on their own, forcing the others to follow, then maybe do what Metamongoose suggested in damaging it or having it "run out of energy".
I am curious as to if you have like an overarching plot of any kind. One easy and great way to limit the players jumping around is to provide an enticing focus, such as a big bad. Maybe one has learned of their plane jumping and he has been jumping around himself, and he is worried that the players will interfere with his plan to destroy the multiverse, so he gets paranoid and decides to present himself. Then the player's mission would maybe be to follow this guy through the planes where he has established plot points that the players need to destroy or something to stop his evil plan. This is great if the party is motivated by heroism. If they're motivated by treasure or power, maybe they learn that there are magic stones or something they can seek out across each plane, and once gathered, they become gods. If the end goal is to get home as you mentioned, and they want to get home, provide them the answer to get home; maybe each plane has an essence the cubic gate needs to absorb to work better, and it is an epic quest on each plane to get that essence, and once all the essences are gathered, the cubic gate will be able to return them home.
If I hadn't made it kind of clear already, I feel your problem lies in player motivation and that you aren't providing enough (seriously not meaning to criticize) to them to encourage them to stay in a plane like you want, so they decide to jump to another one to see if there is something cooler there.
TLDR: Find out what motivates the players, insert that into the planes you want them to explore more, see what happens. If that doesn't work, try a different motivator, and if that still doesn't work, just roll with it as long as they seem to be having fun.
I think your right, there is a "big bad" however the players don't know much about it. Also, when they first got the cubic gate they seemed over whelmed by other planes and being able to visit them. It probably has less to do with not being motivated to stay and more being motivated to see more. Thanks for all the help! I'll try to damage it as well but first I'll probably give more information on the villain
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I wanted my campaign to form into a planescaper, I gave the party a cubic gate but it seems that the players never stay in one plane for to long which is unfortunate as I want it to feel more like a survival as they find a way back home. I'm wondering if I should Nerf the gate now or anything really.
Less nerf, more "damage" it or have it run on an energy source that it can run out of that needs to be reacquired wherever they land.
Are you getting a vibe from the players in what they are enjoying or not enjoying? I feel if they are absolutely loving this ability to jump freely from plane to plane, don't change anything with their power to do so. If a majority of the players are wanting to stay in a plane, but one player keeps going off on their own, forcing the others to follow, then maybe do what Metamongoose suggested in damaging it or having it "run out of energy".
I am curious as to if you have like an overarching plot of any kind. One easy and great way to limit the players jumping around is to provide an enticing focus, such as a big bad. Maybe one has learned of their plane jumping and he has been jumping around himself, and he is worried that the players will interfere with his plan to destroy the multiverse, so he gets paranoid and decides to present himself. Then the player's mission would maybe be to follow this guy through the planes where he has established plot points that the players need to destroy or something to stop his evil plan. This is great if the party is motivated by heroism. If they're motivated by treasure or power, maybe they learn that there are magic stones or something they can seek out across each plane, and once gathered, they become gods. If the end goal is to get home as you mentioned, and they want to get home, provide them the answer to get home; maybe each plane has an essence the cubic gate needs to absorb to work better, and it is an epic quest on each plane to get that essence, and once all the essences are gathered, the cubic gate will be able to return them home.
If I hadn't made it kind of clear already, I feel your problem lies in player motivation and that you aren't providing enough (seriously not meaning to criticize) to them to encourage them to stay in a plane like you want, so they decide to jump to another one to see if there is something cooler there.
TLDR: Find out what motivates the players, insert that into the planes you want them to explore more, see what happens. If that doesn't work, try a different motivator, and if that still doesn't work, just roll with it as long as they seem to be having fun.
I think your right, there is a "big bad" however the players don't know much about it. Also, when they first got the cubic gate they seemed over whelmed by other planes and being able to visit them. It probably has less to do with not being motivated to stay and more being motivated to see more. Thanks for all the help! I'll try to damage it as well but first I'll probably give more information on the villain