A Planescape question

wow thnks man i really appreciate it. Sounds frikin awsome. This jsut adds to my belief that planescape is in fact amazing

edit: er thnxs to both of you guys then haha . this is awsome gracias amigos
 

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Alzrius said:
This is purely opinion. HH just happened to have there be an artifact in Sigil that just so happened to block the Lady's senses...and she just decided not to do anything about it. Oh yeah, no principle violations there.

DVD, on the other hand, explained quite masterfully how events were happening, making them plausible and believeable, unlike HH's lack of a background.

One seemed mysterious. Made the PCs confused and filled with a sense of disturbed wonder. DVD made the players go WTF? DVD seemed contrived and forced.


According to the 3E Manual of the Planes, neither did FW.

Sigil had all of what? Two paragraphs space given to it, and they didn't exactly go into depth on the city so they went with the generic description that didn't require a ton of background research necessarily on the part of the writer or the reader. The Planar Handbook, since it did have the space to go into detail, did detail the faction war and updated the material to reflect the FW. They had the space and opportunity to talk about DVD, but they didn't.
 

In case you're wondering, I'm that cloud of dust between tanar'ri and baatezu ...




... grey dust. Nothing but fine, grey dust. Formless, shapeless, incohesive. Utterly powerless.
 
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jones4590 said:
Shemeska, you seem to be the resident Planescape authority, and so I come to you. I havnt had a chance to read thru my newly bought mostly complete PLanescape collection... summer reading/family issues/PDF format is hard on teh eyes.

You said it, not me. I didn't get into Planescape till after the line was folded back into 'core', and heck, at least one of the line's authors posts on Enworld, so I can't claim anything here. I write alot based on the setting, such as my storyhour, that's all I'll say.


If you could give suggestions on hwo to run a PS campaign and any other tidbits you find useful... gracias

Mystery, scope and wonder. The three things that make it seperate from traditional DnD in my eyes. Of course I've been accussed of trying to run Call of Cthulhu wrapped up in Planescape at times. *chuckle*

Play up on ideologies, and species that manifest those ideologies, and that while you've got beings that are the physical manifestations of moral blacks and whites, you've got them suspended in a grayish soup along with everyone else. If that makes any sense at all.

Don't try to do a dungeon crawl in a PS campaign, and never forget that regardless of who you are, there's always something bigger in that infinite multiverse. And oh, regardless of what a Xaositect might tell you, you don't get high by licking a Slaadi, you just get eaten. And never, never, ever trust a 'loth.
 


So... quick question on FW... what role do the PC's play in the module?

With all the information posted about it, it really sounds more like a novel than a module, though I admit to knowing very little about it.
 

Pants said:
So... quick question on FW... what role do the PC's play in the module?

With all the information posted about it, it really sounds more like a novel than a module, though I admit to knowing very little about it.

Alot. And it's damn complicated, but the module has tons of suggestions for various ways to approach different portions of the action, and ways to involve the PCs. It's not quite as linear as the earlier writeup of mine might suggest. spoilers:
In the end the PCs have the chance to use the spell that Darkwood intended to use to take over Sigil.
 

A bit off topic

Were the outlines of the later adventures in the series ever released?

(i.e. what would happen to bring the factions back, why the Lady of Pain would allow them to return, etc)
 

Graf said:
Were the outlines of the later adventures in the series ever released?

(i.e. what would happen to bring the factions back, why the Lady of Pain would allow them to return, etc)

I don't think so, at least nothing that I've ever heard. I know that there were several planned products in various stages of development when the line was closed and folded back into 'core'. One of them was a demiplane book apparently, and one was a City of Doors box set. Of the latter, a lot of its stuff was simply incorporated into Faction War as background information on the city itself.
 

Faction War was a good story, but not so good a module. In spite of all of the suggestions, the players are really just along for the ride, unless you drastically re-write this thing. I also didn't care for the direction it set PS towards, even though it was, as Shemmy said above, a sort of culmination of some hinted at plot elements (of which were not necessarily interesting to me either.)

One of the problems with almost all of the PS modules. I recommend Dead Gods if you're looking for something big-cosmic-epic like, and Eternal Boundary if you're looking for introduction/faction insight.

In the Abyss has parts that I want to like, but just can't. Fires of Dis looks good, but haven't run it yet. Well of Worlds and Tales from Infinite Staircase are full of good ideas too.

Stay away from Harbinger House. It does more to de-mystify PS than statting the Lady ever could. It's also just a lousy adventure.
 

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