Imaro
Legend
Hopefully my reply to Johnny 3D3D helps a bit. I think there are at least two contrasts with 3E. First, the mythology in 3E is not as transparent to the player. Second, the monsters given to the GM to work with are not as embedded in that mythology in their core descriptions.
Hmm, why do you say this? I look at the racial section and there is information on the cultures, lands, religions, alignment tendencies, names, etc. for the players to read that all tie them to 3.5's default world. The classes have background information, information on how and why they adventure, the religions they favor, and so on that all ties into the default world. There is a chapter that discusses alignment, the gods (with some animosities cited like the one between Hextor & Heironeous or Corellon and Gruumsh). The monsters in the MM are certainly tied to the default world, I mean the descriptions hint at the conceits of the world. Just by reading the Basilisk entry I know that the wealthy in this world sometimes keep them as pets, or that Archons come from Celestia and Demons are native to the Abyss. What exactly are you missing in 3.5 that you get in 4e?
And once the GM turns to books like The Manual of the Planes to try and flesh things out, the focus (in my view) is more on nooks and crannies, and on scope and wonder, than it is on pressing situations of thematic conflict with which the PCs are expected to engage.
Maybe this is because you are not looking at the complete package? IMO, the planes symetry seems very much based around being a backdrop for thematic conflict... while the players themselves need look no further than the Planar Handbook and the races, heritage feats, faction prestige classes and so on to build a character that expresses the type of thematic conflict they wish to explore or engage in if they want that to be the focus of play.
4e, for example, expects that the culmination of that elf ranger's career might be journeying back into deep myth to intervene in some fashion in the Gruumsh-Corellon fight - whether to finish the job, or perhaps to save Gruumsh's eye and therefore avert some present-day crisis. I don't feel that 3E has the same expectation.
How do 4e's rules, in any way, set this "expectation". This sounds more like you read the 4e fluff and liked it so you came up with a cool adventure hook... which I might add would work just as well in 3.5. But nothing in the PHB Ranger class or the PHB Elf race even hints at this. Is there even a mechanic that would allow a player to do this?
In my view it's not about enjoying the tropes (or not only). It's about the way the story elements are set up as components of play - are they primarily in the hands of the GM, to be discovered by the players? or are they transparent to both players and GM, to be used as the basis for establihsing and resolving conflicts in the course of play?
Aren't they actually, in both games, only available with the correct knowledge check?
The fact that the 4e tropes are so familiar is mainly a means to an end - it facilitates them being transparent to the players.
They are only "familiar" and thus transparent to those are familiar with classic mythology... to many the tropes of Sword and Sorcery, Weird Fantasy, and even Harry Potter are more familiar aqnd far more exciting than the ones used in 4e now.
Whereas I don't feel this at all. The Planewalker's Handbook, for example, is full of all this "secret lore" that it is expected players might have to work at, in game, to get access to. The very notion that "belief shapes the planes" seems to me to entail a type of relativism - "all beliefs have the same metaphysical weight" - which means that a player whose aim in play is to vindicate his/her concerns is already putting him- or herself at odds with the metaphysics.
Wait a minute so what are all those lore checks in 4e for again? The games run the same in this aspect, you just prefer one over the other. If not then it's easy enough for a DM in either game to disregard how knowledge checks work and throw everything open to the players.
OAN...I don't think Planescape gives credence to the fact that all beliefs have the same metaphysical weight. What Planescape says is that in order to give these beliefs metaphysical weight it will cost you blood, sweat, and tears. You are all opposing philosophers with blades and the actual chance to make sure your beliefs affect the multiverse or fail trying... at leats IMO.
I own a range of Planescape products - from memory, Dead Gods, Tales of the Infinite Staircase, the Guide to the Ethereal Plane, and the Planewalker's Handbook. I also have Return to the Demonweb Pits, which as an adventure seems to me to be pretty much in the same vein as Dead Gods.
With 4e's horrible track record with advetures (which you always seem more than willing to overlook or ignore in these discussions) are we really going to judge Planescape by the published adventures?
I've used bits and pieces of the Guide to the Ethereal (which, at least as I recall it, is more of a gloss on the 1st ed Manual of the Planes than anything radically new) in a Rolemater game that featured a heavy degree of ethereal travel. I've used one encounter from the Tales - there's a demon in a funny demiplanar castle with a crazy fighter and wizard NPC on the loose - although embedded in a very different story context.
I couldn't conceive of running Dead Gods, Demonweb or Tales as written, although Tales is better than the other two. The latter two, in particular, utterly presuppose the thematic and story interests of the players, and do not provide scope for the players to drive the story forward by expression of their convictions. For exmample, in Demonweb there is a sequence that will work only if the PCs cooperate with a servant of Orcus. Which is fine if what you want in your game is to explore "What's it feel like to do a deal with a demon?", but is potentially disastrous if your game is driven by player convictions - because what if one of the players' convictions is "Never do a deal with a demon!"?
Demonweb also has the old trope of "my employer is my enemy", which is also fine in exploratory play, but potentially explosive in a thematic-driven game - because unless the GM handles it very carefully, s/he is in effect robbing the players of their input, by making everything they thought had value turn out to be valueless.
Well I guess we are falling back on using published modules (again why don't you judge the thematic content of 4e by the same basis?)...All I'll say is that I notice you didn't once mention the actual campaign setting itself or claim you ran an actual Planescape game.
In addition to my impressions from the Planescape books, which shape my reluctance to use them as written, and my impressions from the 1st ed and 3rd ed Manuals of the Planes, which emphasise - esp in 3rd ed, post-Planescape - nooks-and-crannies exploration rather than the players taking ownership of the cosmology in order to make their own points using it, there are my impressions from posters on these and other boards.
Again check out the Planar Handbook or even the actual Planescape campaign setting (which if I am not mistaken, and I could be, I find extremely odd you are comparing if in fact you have never actually read it.) The thing is I could run a nooks and crannies exploration just as easily in 4e as in 3.5.
For example, one of the first things one typically sees said in an "introduction to Planescape" thread is that the players have to get used to walking into a bar in Sigil, seeing a devil (perhaps talking to an angel) and not killing it. This fits fine with the "metaphysical equivalence of value" vibe that I already commented on as a basic part of the setting. But it is completely at odds with thematically-driven play, in which the whole point is that the players are committed to denying the metaphysical equivalence of value.
Sooo, because the Angel and Devil aren't in an out and out brawl... they aren't in conflict. this seems like a lack of imagination on your part.
I'm sure Planescape could be drifted from its published simulationist orientation in a more narrativist direction, but I think work would be required. Because the "metaphysical equivalence of value" would have to be dropped. So it would have to be open to the players to try and drive the fiends from Sigil (for example), or to overthrow the Lady of Pain, or to bring the Blood War to some sort of conclusion. And in order to make these sorts of player choices meaningful - to avoid robbing them of value in the way I mentioned upthread (discussing betrayal by one's patron) - you'd probably have to get rid of a lot of the metaplot about Yugoloths and the like. Or else make all that transparent, so that the players can know where there are meaningful choices to be made.
You do realize that everything that happens in Planescape once play starts is up to the individual players right? Who said you can't try to drive all the fiends from Sigil... and succeed if you are clever enough. Who said there isn't a way to overthrow the Lady of Pain? but also who said that whatever you decide to do will succeed. Where others have just accepted the Lady's rule...just the act of trying to overthrow her is a meaningful choice.
It would be interesting to hear from any narrativist Planescape people how they actually did it!
I don't think it would change your view of Planescape either way.