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The future of Juxtaposition - PreVote Discussion
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<blockquote data-quote="Tharivious_Meliamne" data-source="post: 2565281"><p>I would place my vote anywhere but Faerûn, personally. I've never really liked the setting for any purpose other than its sheer accessibility. I think it has been overdone for the most part. That's just my opinion, and try as many have to persuade me otherwise, I'm sticking to it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> </p><p></p><p>However...</p><p></p><p>As one of the posters who has suggested this, I would place my vote with Sigil/Planescape, personally. Aside from what is listed above, this may even provide a draw to bring some new players to the ISRP due to the very devoted fan base Planescape possesses. Players familiar with the 'default' planes presented in D&D 3e-3.5e would be familiar with the planar system, as would veterans of 2e, without alienating players of characters from home-brewed worlds. I know that personally, this would be a rather large incentive for me to get more actively involved in the chats again as I am admittedly not a true fan of the current settings used.</p><p></p><p></p><p>As this only really applies to the Lady of Pain (to my knowledge), I don't see this as a major flaw. Sigil has a great number of temples, and divine casters function normally there. Only gods themselves (and greater planar beings such as demon princes and other arch-outsiders) are prohibited from entering Sigilspace. Short of genuinely deific beings and near-deific beings, there isn't as much restriction on character concepts as would first appear, and considering the problems that characters of that sort have created in the past (though primarily a matter of taste), that may not be such a bad thing.</p><p></p><p></p><p>I think this would depend on how it is presented. If the emphasis on the traditional setting is made clear enough and the flavor of Planescape is incorporated, I think this could be avoided.</p><p></p><p></p><p>Both true, but I think that with the right approach these could mitigated to a neutral effect, if not turned into a positive through player management. The Lady's will being as fickle as it can be (and as rare as it can be) may be a strong suit for a slightly more relaxed environment, as She has permitted a great number of events to take place that would never occur otherwise. The major problems would be in line with what is already pursued: mass-scale property destruction would get someone evicted from Sigil-space (if they're lucky), smaller-scale matters could be handled by having the Dabus (re: alter-egos for the WizOs in this paradigm, perhaps?) issue rebus (cryptic glowing runes that convey their message rather than vocal words) warnings (IC) when the situation calls for it. Regardless, the Lady's will is a rarely imposed thing, as such matters are usually averted before they could come to pass, in other words, anyone that could succeed in wanton destruction of Sigil is either doomed to fail from the beginning (if allowed to progress such things within Sigil), or never permitted to pass in the first place.</p><p></p><p>We could even convert The Arena into The Hive, and send combatants into the run-down and crime-ridden alleyways of the lower-class regions of Sigil for players to take out their hostilities.</p><p></p><p>The Factions would be slightly trickier since I think they would require player activity to keep the groups in motion and jockeying for position in the power-center of Sigil, but again, with the right approach, it could work.</p><p></p><p></p><p>This is probably one of the larger benefits of Sigil in my opinion. Sigil is based in the Great Wheel cosmology, the same one used in Oerth. It would provide a much stronger bond between the outer planes/inner planes/transitive planes, and between the two rooms since important figures and places would have direct correlations.</p><p></p><p>As for the concerns:</p><p>Sigil is very much stable as the Lady keeps it that way. While it is morphic in that events can bring about change, there is no chance of a catastrophic purge of the demiplane. (*shoves the <em>Die Vecna, Die</em> module under the couch with the termites* <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> )</p><p></p><p>The defined period is easy enough, as Planescape's cosmology can be assumed to be in line with Oerth's.</p><p></p><p>I think Planescape can summed up as this: A psuedo-industrialist take on the junction of several multiverses, the apex of neutrality where beings from all extremes can meet on even ground. The City of Doors where all things are possible, and yet a certain global safety-net stands on the horizon to ensure the safety of the whole, without losing the sense that a single portion could still be lost.</p><p></p><p>There's plenty of room for character-friendly placement, especially considering that an upper class marketplace is quite closeby to the Hive Ward, if I recall correctly, separated by a stone wall. This could provide a place where characters from all backgrounds could come together, the upper-class and affluent, and the low-down street-thieves.</p><p></p><p>And lastly, settings don't get much more diverse than Sigil. Beings from all planes can and do arrive there constantly, be they mortal or outsider. The only things that get cut down are divine-entities such as gods and archfiends/archcelestials/slaad-lords/etc..., which as I mentioned, shouldn't be that huge of a problem. Anything can be mainstream there, because there is access to everywhere.</p></blockquote><p></p>
[QUOTE="Tharivious_Meliamne, post: 2565281"] I would place my vote anywhere but Faerûn, personally. I've never really liked the setting for any purpose other than its sheer accessibility. I think it has been overdone for the most part. That's just my opinion, and try as many have to persuade me otherwise, I'm sticking to it. :P However... As one of the posters who has suggested this, I would place my vote with Sigil/Planescape, personally. Aside from what is listed above, this may even provide a draw to bring some new players to the ISRP due to the very devoted fan base Planescape possesses. Players familiar with the 'default' planes presented in D&D 3e-3.5e would be familiar with the planar system, as would veterans of 2e, without alienating players of characters from home-brewed worlds. I know that personally, this would be a rather large incentive for me to get more actively involved in the chats again as I am admittedly not a true fan of the current settings used. As this only really applies to the Lady of Pain (to my knowledge), I don't see this as a major flaw. Sigil has a great number of temples, and divine casters function normally there. Only gods themselves (and greater planar beings such as demon princes and other arch-outsiders) are prohibited from entering Sigilspace. Short of genuinely deific beings and near-deific beings, there isn't as much restriction on character concepts as would first appear, and considering the problems that characters of that sort have created in the past (though primarily a matter of taste), that may not be such a bad thing. I think this would depend on how it is presented. If the emphasis on the traditional setting is made clear enough and the flavor of Planescape is incorporated, I think this could be avoided. Both true, but I think that with the right approach these could mitigated to a neutral effect, if not turned into a positive through player management. The Lady's will being as fickle as it can be (and as rare as it can be) may be a strong suit for a slightly more relaxed environment, as She has permitted a great number of events to take place that would never occur otherwise. The major problems would be in line with what is already pursued: mass-scale property destruction would get someone evicted from Sigil-space (if they're lucky), smaller-scale matters could be handled by having the Dabus (re: alter-egos for the WizOs in this paradigm, perhaps?) issue rebus (cryptic glowing runes that convey their message rather than vocal words) warnings (IC) when the situation calls for it. Regardless, the Lady's will is a rarely imposed thing, as such matters are usually averted before they could come to pass, in other words, anyone that could succeed in wanton destruction of Sigil is either doomed to fail from the beginning (if allowed to progress such things within Sigil), or never permitted to pass in the first place. We could even convert The Arena into The Hive, and send combatants into the run-down and crime-ridden alleyways of the lower-class regions of Sigil for players to take out their hostilities. The Factions would be slightly trickier since I think they would require player activity to keep the groups in motion and jockeying for position in the power-center of Sigil, but again, with the right approach, it could work. This is probably one of the larger benefits of Sigil in my opinion. Sigil is based in the Great Wheel cosmology, the same one used in Oerth. It would provide a much stronger bond between the outer planes/inner planes/transitive planes, and between the two rooms since important figures and places would have direct correlations. As for the concerns: Sigil is very much stable as the Lady keeps it that way. While it is morphic in that events can bring about change, there is no chance of a catastrophic purge of the demiplane. (*shoves the [i]Die Vecna, Die[/i] module under the couch with the termites* :P ) The defined period is easy enough, as Planescape's cosmology can be assumed to be in line with Oerth's. I think Planescape can summed up as this: A psuedo-industrialist take on the junction of several multiverses, the apex of neutrality where beings from all extremes can meet on even ground. The City of Doors where all things are possible, and yet a certain global safety-net stands on the horizon to ensure the safety of the whole, without losing the sense that a single portion could still be lost. There's plenty of room for character-friendly placement, especially considering that an upper class marketplace is quite closeby to the Hive Ward, if I recall correctly, separated by a stone wall. This could provide a place where characters from all backgrounds could come together, the upper-class and affluent, and the low-down street-thieves. And lastly, settings don't get much more diverse than Sigil. Beings from all planes can and do arrive there constantly, be they mortal or outsider. The only things that get cut down are divine-entities such as gods and archfiends/archcelestials/slaad-lords/etc..., which as I mentioned, shouldn't be that huge of a problem. Anything can be mainstream there, because there is access to everywhere. [/QUOTE]
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