Then somebody--Stoya, I think--linked to this and I saw a few of the implications of a cube-earth.
One of the most interesting bits is: because the atmosphere would still radiate outward in a sphere from the planet's core, the habitable areas would be limited to non-communicating separate circular zones on each face of the planet.


(Note also that, depending on all kinds of physics, these other sides could have a similar or totally different climate.)
Now, obviously, in a pre-NASA civilization, the best way to get to these other biospheres would be to go through the earth and come out the other side. Bam, you're in a new world or--literally--on another plane of existence. And that's why they're called planes.
How did your FLAILSNAILS dwarf get from Vornheim to Greyhawk? Obviously he went straight down, took a right, and kept dungeoneering in that direction until he hit the surface.
Now this same exact set-up (non-communicating biospheres) could work with any radially symmetrical polyhedral world. i.e. Like a d20-shaped world could work like that. Easy...

This explains why all the good stuff is down in the dungeons to begin with: that's where the trading happens. And, of course, why it's all so weird. Evolution took a different turn on face 8 than on face 9 due to the angle of the sunlight and all that...
It also makes it really easy to map an interplanar campaign. A few vertical geomorphs and 3d-maps and you can actually figure out where, in physical space, the DM put the other planes.