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[Planescape poll 2] What makes up the elusive Planescape "feel"?

What makes up the elusive Planescape "feel" to you?

  • Abstract made manifest, e.g. meet your own mortality or conscience

    Votes: 27 30.7%
  • Adventures spanning multiple contrasting planes

    Votes: 44 50.0%
  • Aesthetics (graphic design, art, writing style, dark humor)

    Votes: 54 61.4%
  • Cant (planar slang)

    Votes: 34 38.6%
  • Compelling questions/revelations, eg. "what can change the nature of a man?"

    Votes: 27 30.7%
  • 15 factions managing Sigil's civil government (pre-Faction War timeline)

    Votes: 32 36.4%
  • Interaction emphasized as equal to or more important than combat

    Votes: 44 50.0%
  • Killing fiends and stealing their stuff

    Votes: 6 6.8%
  • Overland travel thru strange paths like the Infinite Staircase or River Styx

    Votes: 41 46.6%
  • Philosophers with clubs playing critical roles in the adventures

    Votes: 32 36.4%
  • Player decisions shaping the planes in a significant way (the power of belief)

    Votes: 30 34.1%
  • Portals (used in a variety of ways)

    Votes: 48 54.5%
  • Sigil, City of Doors, as a key adventuring site

    Votes: 60 68.2%
  • Strong adventure hooks, eg. WHY we're planting a rose in the Abyss

    Votes: 37 42.0%
  • Subversive fantasy playing on expected villains and outcomes

    Votes: 28 31.8%
  • Sense of wonder and majesty of the planes

    Votes: 53 60.2%
  • Other/Lemon Slaad (see my post below)

    Votes: 2 2.3%

Quickleaf

Legend
Last year in an ENWorld poll of 500+ members, Planescape emerged as the fan favorite campaign setting of ENWorlders by a narrow margin. I love the setting :) but I often felt the adventures were sub-par, which led me to begin dreaming up a Planescape mega-adventure/campaign project. Could it be done (legally & financially)? And what would be the right way to do it?

These questions led to an earlier poll of over 160 gamers here and at RPG.net, where folks voted that the most important thing in a Planescape campaign/adventure was the elusive Planescape "feel." [MENTION=18701]Oryan77[/MENTION] rightly suggested I should do a follow-up poll, so here it is in multiple choice!

What makes up the elusive Planescape "feel" to you?
 
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And apparently I'm (for a change) the first responder.
In addition to what I listed, I do like the cant, and the philosophers with clubs, and Sigil (as well as multiple contrasting planes as you put it) but none of them are something I feel are needed Every Time. And sometimes those can be barriers to interest or entry for the uninitiated. Just my two pence however.
 

Two bigs ones for me are the aesthetics and the factions, but I'm not super-picky about the specifics. Like I know you'll never get Tony to do more PS illustrations, so I'm just hoping for artwork with a bit of whimsy. (Unless you perchance have a Ring of Three Wishes...?) And while I do consider the factions as a whole to be pretty darn integral to PS, I'm not married to the number 15, or even to every faction of the traditional lineup.
 

And apparently I'm (for a change) the first responder.
In addition to what I listed, I do like the cant, and the philosophers with clubs, and Sigil (as well as multiple contrasting planes as you put it) but none of them are something I feel are needed Every Time. And sometimes those can be barriers to interest or entry for the uninitiated. Just my two pence however.
Good point about barriers to entry. I think there's a balance to be struck between being designing an intelligent adventure true to the setting & making it accessible to a wider audience of gamers interested in adventuring on the planes. One thought I have is to gradually introduce things, a gatetown and a few factions here, the complexities of portal travel and dead gods there, and so on.

Two bigs ones for me are the aesthetics and the factions, but I'm not super-picky about the specifics. Like I know you'll never get Tony to do more PS illustrations, so I'm just hoping for artwork with a bit of whimsy. (Unless you perchance have a Ring of Three Wishes...?) And while I do consider the factions as a whole to be pretty darn integral to PS, I'm not married to the number 15, or even to every faction of the traditional lineup.
Never say never :) I agree it's unlikely with the kind of budget I'd be working with if I did this myself (not to mention all the setting changes I'd need to make to stay OGL-compliant!). Though if it comes to that and the project gathers more momentum besides an ever-growing file on my computer and pages in my sketchbook, I'd be tempted to get in touch with all the original creators, Tony Diterlizzi included. Those guys poured a lot of love into the setting!

Right now, given the "pro planar" vibe coming from WOTC and no guidelines about 3rd party material, I'm in a bit of a wait-and-see, though that doesn't stop me from writing :)

Some of the artists - besides Tony D of course - I'm interested in are: Robb Ruppel (for the cover), Justin Gerard (possibly for a cover or full page interior), Attila Adorjany & Eoghan Kerrigan (interior art).
 

Some of the artists - besides Tony D of course - I'm interested in are: Robb Ruppel (for the cover), Justin Gerard (possibly for a cover or full page interior), Attila Adorjany & Eoghan Kerrigan (interior art).

Dana Knutson. Have to have them in the mix. shemmysmile.gif
 


something about a berk. but i don't want to seem rude. ;)

it was a style of writing too. it had flavor. it had text and it left enough room for imagination to add your own complex spins.
at the same time there were plenty (infinite) planes to make your own using the central hub as a starting off point.
 

While I personally enjoy the "Philosophers with Clubs," Factions, and the "Power of Belief," I don't think those elements are absolutely necessary for a Planescape game.

If the game has Sigil, portals, a sense of wonder about the planes, and adventures spanning multiple planes via weird pathways, it quacks like a duck for me.
 

Speaking as a guy who's never played an official Planescape game, I'm gonna say the feel of it, and Sigil specifically. I love urban settings and campaigns, and Planescape really has that metropolitan feel. You could have an entire campaign and never leave it.

Also, with so many threads about people talking about monster races and how unbelievable it is to see a group of them adventuring around, Planescape is a setting where nobody would bat an eye. I love the fantastical almost being made mundane.

I dunno, man, I'm just into it.
 

Thanks for voting and your thoughts guys :)

And at the risk of sounding like I'm kicking a dead parrot... If you're a Planescape fan, vote in the poll! Vote in the poll! B-)
 

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