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<blockquote data-quote="pemerton" data-source="post: 6397225" data-attributes="member: 42582"><p>I don't think they're especially well-suited for the sort of RPGing I want to do. But not everyone wants to do what I want to do. And perhaps some of those who want to play in a similar way to me can see virtues in Planescape and its cosmology that I can't. That wouldn't be very surprising.</p><p></p><p>I don't agree that this can be done in virtually any setting. For instance, there is really nothing in the Grand Duchy of Karameikos, as presented in the Expert rulebook, to support the sort of play I describe. The GM and players would have to write it all themselves.</p><p></p><p>As I've posted in other threads that you've participated in, I don't find that Planescape frames the players (via their PCs) directly into the sorts of conflict/value questions I am interested in; nor that it provides the GM with story elements to frame such conflicts. A simple example: 4e presents the gods as antagonists the PCs might overcome, whereas in Planescape (as per [MENTION=710]Mustrum_Ridcully[/MENTION]'s post that I quoted upthread) there is no expectation of, nor real provision for, PCs overthrowing (for instance) the Lady of Pain.</p><p></p><p>The general tendency of Planescape is towards asserting and presenting a type of relativism, and presenting individual beliefs/perspectives as merely partial: as [MENTION=87792]Neonchameleon[/MENTION] has suggested in this thread (or, at least, that's what I've taken from his posts), the symmetry of the Great Wheel plus the whole "beliefs shape the world" implies that all persepctives are equally valid and hence that any attempt to cling to a particular perspective is a partiality that is ultimately arbitrary, even indefensible.</p><p></p><p>I also find that Planescape makes a big deal of secret backstory (eg the yugoloth stuff that [MENTION=11697]Shemeska[/MENTION] and others love) and quirks like angels and demons drinking together (and perhaps falling in love) in Sigil, the Great Modron March, etc. </p><p></p><p>As I already posted in this thread, [MENTION=20323]Quickleaf[/MENTION] is the only poster on these boards who has outlined an approach to Planescape closer to my preferred approach. But Shemeska in practically everyone of these threads, and [MENTION=2067]Kamikaze Midget[/MENTION] in this thread, when they point to the sorts of play that Planescape supports, point to setting exploration of the sort that Planescape seems to me to treat as its core focus, and that I personally am not all that enthused by.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6397225, member: 42582"] I don't think they're especially well-suited for the sort of RPGing I want to do. But not everyone wants to do what I want to do. And perhaps some of those who want to play in a similar way to me can see virtues in Planescape and its cosmology that I can't. That wouldn't be very surprising. I don't agree that this can be done in virtually any setting. For instance, there is really nothing in the Grand Duchy of Karameikos, as presented in the Expert rulebook, to support the sort of play I describe. The GM and players would have to write it all themselves. As I've posted in other threads that you've participated in, I don't find that Planescape frames the players (via their PCs) directly into the sorts of conflict/value questions I am interested in; nor that it provides the GM with story elements to frame such conflicts. A simple example: 4e presents the gods as antagonists the PCs might overcome, whereas in Planescape (as per [MENTION=710]Mustrum_Ridcully[/MENTION]'s post that I quoted upthread) there is no expectation of, nor real provision for, PCs overthrowing (for instance) the Lady of Pain. The general tendency of Planescape is towards asserting and presenting a type of relativism, and presenting individual beliefs/perspectives as merely partial: as [MENTION=87792]Neonchameleon[/MENTION] has suggested in this thread (or, at least, that's what I've taken from his posts), the symmetry of the Great Wheel plus the whole "beliefs shape the world" implies that all persepctives are equally valid and hence that any attempt to cling to a particular perspective is a partiality that is ultimately arbitrary, even indefensible. I also find that Planescape makes a big deal of secret backstory (eg the yugoloth stuff that [MENTION=11697]Shemeska[/MENTION] and others love) and quirks like angels and demons drinking together (and perhaps falling in love) in Sigil, the Great Modron March, etc. As I already posted in this thread, [MENTION=20323]Quickleaf[/MENTION] is the only poster on these boards who has outlined an approach to Planescape closer to my preferred approach. But Shemeska in practically everyone of these threads, and [MENTION=2067]Kamikaze Midget[/MENTION] in this thread, when they point to the sorts of play that Planescape supports, point to setting exploration of the sort that Planescape seems to me to treat as its core focus, and that I personally am not all that enthused by. [/QUOTE]
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