Planescape (+) What would you want for 5e Planescape?

Stormonu

Legend
The recent setting handbooks have been good about putting in adventure ideas revolving around a certain place or group (usually in a “roll 1d8” style), and that would be certainly helpful here. It would also be helpful if there was an overarching random story generator (d100 style) similar to the adventure generator in the DMG, but useful for generic faction goals or faction vs. faction intrigue. Just an extra tool to spur the DM to start putting something together.

Couple it with a paragraph or so as if some Guvvner asked each Factol “What would you do if your faction was dominant in Sigil/The Multiverse” that a DM can use for an endgame or campaign goal.
 

log in or register to remove this ad

Urdlen and/or its minions attempting to burrow their way into the Golden Hills.
Epimetheus just being his normal stupid self and accidentally letting the evil in (remember, he accepted Pandora as a gift from the gods).

That's just two I came up with (other than your typical weather/creature issues found anywhere) without even digging up my copy of Planes of Conflict...

EDIT. Now that I think more on it - merchant disputes, given Bytopia being a mercantile hub. Whether your typical petty disputes, to merchants smuggling in things they shouldn't, to evil creatures smuggling themselves in as "cargo", to whole caravans just being evil creatures in disguise, just waiting for the perfect time to throw off their disguises and attack. The possibilities are pretty endless there...
But why do the PCs care? And why is it their problem? The "save the world" problems from your typical FR adventure path are only exacerbated when the scale is infinite and there are literal gods involved. As a result the plot hooks from the boxed sets end up being basically extended random encounters ("the pcs are in arborea doing something, when...") and the modules are fetch quests and railroads (Dead Gods has a lot of fun ideas, but the main motivating factor is "do you want to play dnd tonight or not?")
 


OB1

Jedi Master
Playable Modrons should suffice.

In terms of whaI want to see in structure, I'd like something similar to the Ravnica/Eberron model:

  • Chapter 1: Player options, primarily Modrons.
  • Chapter 2: the Outer & Inner Planes Gazateer
  • Chapter 3: Sigil in-depth Gazateer, including the Outlands and Gate towns
  • Chapter 4: Adventure generation material
  • Chapter 5: Magic Items & such
  • Chapter 6: Beatiary
This is exactly what I want, only I'd drop the Inner Planes from the book and save for a separate release. I'd rather spend more page count on the Outer Planes.
 

Parmandur

Book-Friend
This is exactly what I want, only I'd drop the Inner Planes from the book and save for a separate release. I'd rather spend more page count on the Outer Planes.
That's a pointy: focusing on the Outer Planes and Sigil/Outlands as the True Neutral hub Plane would make sense. and the Inner Planes could have an integrity as an independent Setting.
 

Zaukrie

New Publisher
These comments made me check Dungeon Mag indices..ONLY TWO Planescape adventures? You are all right, more adventure support would be good / helpful.
 

Faolyn

(she/her)
I'd like to see them dump the stupid Faction War, but I doubt that'll happen. What 3e material covered Sigil kept that untidy loose end around after all. Like the factions or not, they all played a practical role in the city. Well except maybe for the Xaositects who at the height of 2e's CN=Chaotic Stupid approach were little more than Sigil's answer to Fishmalks.
They dumped all the stuff that happened in Ravenloft due of adventures for VGR (Grand Conjunction, Azalin's nuking of Il Aluk, etc.). I can easily see them removing the Faction War. Especially since I've been given to understand the change to the factions is not a hugely popular one.

That being said, I could see the Lady of Pain booting one or maybe two factions out, if she really needed to. But since this is the nostalgia edition, I don't that would be the case.
 

Faolyn

(she/her)
That's a pointy: focusing on the Outer Planes and Sigil/Outlands as the True Neutral hub Plane would make sense. and the Inner Planes could have an integrity as an independent Setting.
Especially since the Inner Planes already have quite a big writeup in the DMG. At least in comparison to the other planes.
 

Urriak Uruk

Gaming is fun, and fun is for everyone
They dumped all the stuff that happened in Ravenloft due of adventures for VGR (Grand Conjunction, Azalin's nuking of Il Aluk, etc.). I can easily see them removing the Faction War. Especially since I've been given to understand the change to the factions is not a hugely popular one.

That being said, I could see the Lady of Pain booting one or maybe two factions out, if she really needed to. But since this is the nostalgia edition, I don't that would be the case.

I'm not super familiar with the Ravenloft adventures, but I think they do include some of the Azalin stuff... Darkon is left without a leader, and Azalin has disappeared. I think they even mention that this is do to his Grand Conjunction plan.
 

Faolyn

(she/her)
I'm not super familiar with the Ravenloft adventures, but I think they do include some of the Azalin stuff... Darkon is left without a leader, and Azalin has disappeared. I think they even mention that this is do to his Grand Conjunction plan.
They kept some of it, but they didn't include Necropolis, or of Malocchio ousting Gabrielle. So to me that suggests that they'd likely keep Sigil pre-Faction War.

Also, I just remembered, that Tasha's specifically referenced "Guildmaster Rhys," so that's another good sign.
 

Remove ads

Top