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<blockquote data-quote="Quickleaf" data-source="post: 7068625" data-attributes="member: 20323"><p>It's great how much love PS gets, especially on ENWorld. I have some more developed ideas in my sig, but here's my short list:</p><p></p><ul> <li data-xf-list-type="ul">Since it's likely never to be released as a setting (after all, you can get the AD&D setting online), why not make it an adventure (or adventure compilation) with PS themes or a Manual of the Planes with stronger PS themes.</li> <li data-xf-list-type="ul">The "gutter punk" aesthetic, along with the UK-derived cant, were a bit overdone in the original setting. It was was part of the whole package, but I think PS suffered a little from <em>style over function</em>. I'd love to see just a touch of that aesthetic, nothing overdone, and a greater emphasis on interesting content <em>for use at the table.</em></li> <li data-xf-list-type="ul">Sigil, City of Doors. It's the heart of the setting.</li> <li data-xf-list-type="ul">Factions. They're the second heart of the setting. Examining the philosophies more deeply would be welcome; for example, the Harmonium were painted very unsympathetically due to the writer's biases, but "fighting for peace" could actually be a noble goal and maybe Harmonium agents act as peacemakers and ambassadors.</li> <li data-xf-list-type="ul">Deeper explanation of precisely how belief shapes the Outer Planes. For example, Li Po's Guide to the Multiverse had a whole system that added the party's net levels in a certain faction to determine the %chance something pertaining to that faction's beliefs happening. How do gate-towns slide? That's interesting stuff that the books are silent on.</li> <li data-xf-list-type="ul">Rejuvenate planes that saw little use, especially many of the Upper Planes, to make them more interesting adventure sites. Bytopia stands out in my mind – we had a great Planar Restoration Project thread at <a href="http://www.planewalker.com" target="_blank">www.planewalker.com</a> where we really came up with some poignant stuff about Bytopia that took it far beyond the pastoral gnome-land of the books.</li> <li data-xf-list-type="ul">ELIMINATE the fiddly magic changes. <em>Interesting</em> changes that make sense for a plane/planar site are fine, but nobody wants to track whether their priest is at -1 or +1 casting levels, or how less magical their Arborean sword is in the Abyss. Replace that crap with actual interesting ideas about magic on the planes.</li> <li data-xf-list-type="ul">Have fun with the races – bariaur, githzerai, rogue modrons, yes! Heck, maybe make some wilder stuff like a floating spellbook familiar or provide guidelines for playing monsters like animated armor.</li> <li data-xf-list-type="ul">Don't retread too much old ground. Even though Planescape was born out of the older Manual of the Planes material, it was very innovative with how it put everything together. Whatever incarnation it might hypothetically see in 5e, I'd want it to be innovative. That's where PS is at it's strongest.</li> <li data-xf-list-type="ul">Sense of wonder. One of the #1 questions when designing a planar site or NPC with a PS mentality is: What wondrous thing can the players discover here or about this site/NPC? And one of the great things about PS is how many of those ideas went off the rails of what was covered in the rules. PS:Torment had great examples of this.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 7068625, member: 20323"] It's great how much love PS gets, especially on ENWorld. I have some more developed ideas in my sig, but here's my short list: [list][*]Since it's likely never to be released as a setting (after all, you can get the AD&D setting online), why not make it an adventure (or adventure compilation) with PS themes or a Manual of the Planes with stronger PS themes. [*]The "gutter punk" aesthetic, along with the UK-derived cant, were a bit overdone in the original setting. It was was part of the whole package, but I think PS suffered a little from [I]style over function[/I]. I'd love to see just a touch of that aesthetic, nothing overdone, and a greater emphasis on interesting content [I]for use at the table.[/I] [*]Sigil, City of Doors. It's the heart of the setting. [*]Factions. They're the second heart of the setting. Examining the philosophies more deeply would be welcome; for example, the Harmonium were painted very unsympathetically due to the writer's biases, but "fighting for peace" could actually be a noble goal and maybe Harmonium agents act as peacemakers and ambassadors. [*]Deeper explanation of precisely how belief shapes the Outer Planes. For example, Li Po's Guide to the Multiverse had a whole system that added the party's net levels in a certain faction to determine the %chance something pertaining to that faction's beliefs happening. How do gate-towns slide? That's interesting stuff that the books are silent on. [*]Rejuvenate planes that saw little use, especially many of the Upper Planes, to make them more interesting adventure sites. Bytopia stands out in my mind – we had a great Planar Restoration Project thread at [url]www.planewalker.com[/url] where we really came up with some poignant stuff about Bytopia that took it far beyond the pastoral gnome-land of the books. [*]ELIMINATE the fiddly magic changes. [I]Interesting[/I] changes that make sense for a plane/planar site are fine, but nobody wants to track whether their priest is at -1 or +1 casting levels, or how less magical their Arborean sword is in the Abyss. Replace that crap with actual interesting ideas about magic on the planes. [*]Have fun with the races – bariaur, githzerai, rogue modrons, yes! Heck, maybe make some wilder stuff like a floating spellbook familiar or provide guidelines for playing monsters like animated armor. [*]Don't retread too much old ground. Even though Planescape was born out of the older Manual of the Planes material, it was very innovative with how it put everything together. Whatever incarnation it might hypothetically see in 5e, I'd want it to be innovative. That's where PS is at it's strongest. [*]Sense of wonder. One of the #1 questions when designing a planar site or NPC with a PS mentality is: What wondrous thing can the players discover here or about this site/NPC? And one of the great things about PS is how many of those ideas went off the rails of what was covered in the rules. PS:Torment had great examples of this.[/list] [/QUOTE]
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