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<blockquote data-quote="Kobold Avenger" data-source="post: 7572757" data-attributes="member: 779"><p>There's possibly a clash between was written in the boxed set about what shouldn't be in Planescape (no sci-fi stuff, and it's medieval), vs what appeared later in the setting. One of the early modules visits a world of cyborgs with lightning guns and shock staffs (might contradict no sci-fi, even though they had a failure chance outside that world), another supplement mentions a Spelljammer Squid Ship somehow getting delivered to Sigil (might contradict no space-port), there's a demon-possessed printing press (Renaissance Technology), someone who keeps arquebuses for weapons (also Renaissance), and that space colonist who formed a powerful dreamscape while stuck in stasis. A bunch of those points would support there being Artificers in the setting, even before Artificers were generally conceived of. </p><p></p><p>So I feel that the sidebar about Artificers in other settings is certainly accurate when it comes to Planescape. Of course just because there's Artificers in a setting, doesn't mean there's lightning rails around. With Sigil I feel that while the capability exists, the political scrabbling between various factions and interests (pre-Faction War) would prevent such a thing from happening.</p><p></p><p>As for other settings such as Greyhawk or Mystara that I know far less about, I feel the sidebar is probably accurate in regards to the setting about Artificers in those worlds.</p><p></p><p>Another thing that was brought up about aesthetic of Planescape was no Planar-born Elves, Dwarves, Halflings or Gnomes allowed in the setting. It was probably written to encourage players to pick Tieflings, Aasimar, Genasi, Githzerai and so on. But it's a ruling I feel most groups just ignored anyways along with clerics losing spell access across different planes, and magical pluses on weapons being degraded the further they are from their origin.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 7572757, member: 779"] There's possibly a clash between was written in the boxed set about what shouldn't be in Planescape (no sci-fi stuff, and it's medieval), vs what appeared later in the setting. One of the early modules visits a world of cyborgs with lightning guns and shock staffs (might contradict no sci-fi, even though they had a failure chance outside that world), another supplement mentions a Spelljammer Squid Ship somehow getting delivered to Sigil (might contradict no space-port), there's a demon-possessed printing press (Renaissance Technology), someone who keeps arquebuses for weapons (also Renaissance), and that space colonist who formed a powerful dreamscape while stuck in stasis. A bunch of those points would support there being Artificers in the setting, even before Artificers were generally conceived of. So I feel that the sidebar about Artificers in other settings is certainly accurate when it comes to Planescape. Of course just because there's Artificers in a setting, doesn't mean there's lightning rails around. With Sigil I feel that while the capability exists, the political scrabbling between various factions and interests (pre-Faction War) would prevent such a thing from happening. As for other settings such as Greyhawk or Mystara that I know far less about, I feel the sidebar is probably accurate in regards to the setting about Artificers in those worlds. Another thing that was brought up about aesthetic of Planescape was no Planar-born Elves, Dwarves, Halflings or Gnomes allowed in the setting. It was probably written to encourage players to pick Tieflings, Aasimar, Genasi, Githzerai and so on. But it's a ruling I feel most groups just ignored anyways along with clerics losing spell access across different planes, and magical pluses on weapons being degraded the further they are from their origin. [/QUOTE]
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