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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="Ruin Explorer" data-source="post: 8978331" data-attributes="member: 18"><p>I feel like what you're actually doing here is proving my point in very clear terms. The disbanding bollocks was completely unnecessary and didn't actually do anything interesting or helpful, it just made the most interesting Factions into not-Factions. In some cases that's extremely bad - like with the Sensates - they make huge sense as a Faction, and reducing them to an "Entertainer's Guild" is absolutely dire stuff, which stinks of both a lack of imagination, and profound and truly deep failure to comprehend what their philosophy was actually about. In others it's meaningless, except they're not called Factions any more because reasons.</p><p></p><p>Also, where you getting your 'facts' from here? Because some of them don't match up to the end of Faction War, nor to the presentation of Sigil in 4E. Are you sure you're not deriving them from an entirely fan-created source, which sought to repair the damage of Faction War?</p><p></p><p>I definitely disagree that it's more "more interesting" when literally all the best Factions with the most compelling philosophies (seemingly picked on that basis!) are no longer Factions and thus are no longer dedicated to advancing their philosophical ideals in the way other Factions are. And again, what they did to the Sensates is outright gross. That's grim. That's profoundly not getting it. That's like having Pascal become a Catholic priest because of Pascal's Wager.</p><p></p><p>"Not getting it" was a huge problem with later 2E Planescape stuff generally I note. Just an awful lot of the people creating stuff for it were not interested in thought or philosophy or views of the universe the way Zeb Cook was. Which worked fine so long as they stayed out of Sigil, but when they went to Sigil, most of the later stuff makes Sigil worse, not better.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8978331, member: 18"] I feel like what you're actually doing here is proving my point in very clear terms. The disbanding bollocks was completely unnecessary and didn't actually do anything interesting or helpful, it just made the most interesting Factions into not-Factions. In some cases that's extremely bad - like with the Sensates - they make huge sense as a Faction, and reducing them to an "Entertainer's Guild" is absolutely dire stuff, which stinks of both a lack of imagination, and profound and truly deep failure to comprehend what their philosophy was actually about. In others it's meaningless, except they're not called Factions any more because reasons. Also, where you getting your 'facts' from here? Because some of them don't match up to the end of Faction War, nor to the presentation of Sigil in 4E. Are you sure you're not deriving them from an entirely fan-created source, which sought to repair the damage of Faction War? I definitely disagree that it's more "more interesting" when literally all the best Factions with the most compelling philosophies (seemingly picked on that basis!) are no longer Factions and thus are no longer dedicated to advancing their philosophical ideals in the way other Factions are. And again, what they did to the Sensates is outright gross. That's grim. That's profoundly not getting it. That's like having Pascal become a Catholic priest because of Pascal's Wager. "Not getting it" was a huge problem with later 2E Planescape stuff generally I note. Just an awful lot of the people creating stuff for it were not interested in thought or philosophy or views of the universe the way Zeb Cook was. Which worked fine so long as they stayed out of Sigil, but when they went to Sigil, most of the later stuff makes Sigil worse, not better. [/QUOTE]
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5e Planescape- What would you like to see in the upcoming setting?
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