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General Tabletop Discussion
*Dungeons & Dragons
5e Planescape- What would you like to see in the upcoming setting?
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<blockquote data-quote="I'm A Banana" data-source="post: 8977815" data-attributes="member: 2067"><p>Here's some of my wishlist. And it is, appropriately, three things.</p><ul> <li data-xf-list-type="ul"><strong>Factions</strong>. I want my PC to be able to join factions and to have the beliefs of those factions impact my gameplay. I'd be OK with a system like Peity representing my adherence to the faction. I could also imagine a system where I gain Inspiration from adhering to beliefs at a cost, and could spend it on abilities. But these should be race/class/build independent, and more about what I <strong>do in play</strong> than what I choose at character creation.</li> <li data-xf-list-type="ul"><strong>Sigil Focus (with some gate-towns)</strong>. The tone and vibe of the setting is very much dependent on the pseudo-Victorian tone of Sigil. I want my dirty, scrungly planar metropolis, in all its weird glory. The whole "demons sitting with celestials at a tavern" vibe is key, as is the "weird fantasy" idea of a huge amount of diversity and acceptance of the unusual. Sigil is a place where your sentient tomato PC won't do more than raise a few eyebrows.</li> <li data-xf-list-type="ul"><strong>Thoughtful Villains & Unusual Heroism.</strong> I think PS was at its <em>best</em> when its villains were not card-carying members of the Evil For the Sake of Evil club. Vecna's return and Orcus's plots were the <em>least</em> interesting parts of the setting in the '90's, IMO. It was much more fun to, say, see the Harmonium as wanting to increase peace and cooperation (and accidentally moving the planes around while they do it), or to find out what the Us thought of survival and identity. The setting was about thought and ideology and philosophy pushed to fantastical extremes. The best villains were relatable, even well-intentioned, but driven by the themes and tones of the setting to extreme exhibitions of their ideas. And by the same token, you could be a heroic version of a nihilist or a champion of the people who fought in favor of entropic destruction. Ideas were building blocks!</li> </ul><p>For me, one of the most interesting things about PS was how it took the cartoonish idea of alignment and engaged it complexly - your Good is not always actually great, your Evil is not always actively cruel. Angels and devils and demons were <strong>characters</strong> (which meant they had complex motivations and could change), not simple <strong>monsters</strong>. Well, they could be simple monsters, 'cuz it was still D&D, but they were at their most Planescape-y when they were nuanced and relatable.</p><p></p><p>I'm less interested in this being a <em>Manual of the Planes</em> (Planescape is a vibe, not a tour of the Ring), and I don't want a lot of character build elements (races like bariaur and outcaste modron are sensible, but I don't need an Oath of Celestia paladin or whatever). I want the core vibe, updated, with some new ideas sprinkled in.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 8977815, member: 2067"] Here's some of my wishlist. And it is, appropriately, three things. [LIST] [*][B]Factions[/B]. I want my PC to be able to join factions and to have the beliefs of those factions impact my gameplay. I'd be OK with a system like Peity representing my adherence to the faction. I could also imagine a system where I gain Inspiration from adhering to beliefs at a cost, and could spend it on abilities. But these should be race/class/build independent, and more about what I [B]do in play[/B] than what I choose at character creation. [*][B]Sigil Focus (with some gate-towns)[/B]. The tone and vibe of the setting is very much dependent on the pseudo-Victorian tone of Sigil. I want my dirty, scrungly planar metropolis, in all its weird glory. The whole "demons sitting with celestials at a tavern" vibe is key, as is the "weird fantasy" idea of a huge amount of diversity and acceptance of the unusual. Sigil is a place where your sentient tomato PC won't do more than raise a few eyebrows. [*][B]Thoughtful Villains & Unusual Heroism.[/B] I think PS was at its [I]best[/I] when its villains were not card-carying members of the Evil For the Sake of Evil club. Vecna's return and Orcus's plots were the [I]least[/I] interesting parts of the setting in the '90's, IMO. It was much more fun to, say, see the Harmonium as wanting to increase peace and cooperation (and accidentally moving the planes around while they do it), or to find out what the Us thought of survival and identity. The setting was about thought and ideology and philosophy pushed to fantastical extremes. The best villains were relatable, even well-intentioned, but driven by the themes and tones of the setting to extreme exhibitions of their ideas. And by the same token, you could be a heroic version of a nihilist or a champion of the people who fought in favor of entropic destruction. Ideas were building blocks! [/LIST] For me, one of the most interesting things about PS was how it took the cartoonish idea of alignment and engaged it complexly - your Good is not always actually great, your Evil is not always actively cruel. Angels and devils and demons were [B]characters[/B] (which meant they had complex motivations and could change), not simple [B]monsters[/B]. Well, they could be simple monsters, 'cuz it was still D&D, but they were at their most Planescape-y when they were nuanced and relatable. I'm less interested in this being a [I]Manual of the Planes[/I] (Planescape is a vibe, not a tour of the Ring), and I don't want a lot of character build elements (races like bariaur and outcaste modron are sensible, but I don't need an Oath of Celestia paladin or whatever). I want the core vibe, updated, with some new ideas sprinkled in. [/QUOTE]
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