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Capturing Planescape
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<blockquote data-quote="ThirdWizard" data-source="post: 3193617" data-attributes="member: 12037"><p>On Sigil:</p><p></p><p>Go for weird, exotic, and unexpected. Dress up the descriptions so that what might be normal is strange and foreign to the PCs. Think about how Planescape: Torment would have those odd magical items that worked like potions of healing or a magic lense and change the outward appearance so that they seemed new and interesting. </p><p></p><p>NPCs are more important. Politics should play a prominent role; everyone has an agenda or works for someone with an agenda. Sometimes these are out in the open and sometimes they're hidden, but they're rarely simple. The PCs are going to need some kind of political goals to fit in well, but that doesn't necessarily mean "politics." They might want to deal in magical weapons, which means they might form an alliance with the Doomguard, which means they might have to perform some services in exchange for access to the armory. And when the Doomguard's enemies come calling, the PCs might find they need to help to secure their supplies.</p><p></p><p>Places are strange. When the PCs visit a temple to Pelor, it might be a old, converted and concecrated, Set temple because they can't afford to build their own and land is scarce. Or it might be a shining example of Pelor, but the rest of the neighborhood burned down a week ago. Architecture varies, often from building to building depending on where you are in Sigil.</p><p></p><p>On the Planes:</p><p></p><p>I go for a Star Wars planet-like Planar feel. When the PC go somewhere on the Planes, then they'll probably see lots and lots of the same kind of terrain with lots of odd creatures making their way. So, go to the first layer of Ysgard during the winter, and they'll see lots and lots of snow, a frozen land with giant mountains as far as they eye can see. Go to Baator's first layer and they'll see broken wastes with exploding fireballs everywhere (I believe, been a while since I used Baator itself).</p><p></p><p>Inhabitants and places are strange. I've used a warlord on Ysgard who was trained in war on Mount Celestia, a pair of axiomatic mindflayers who ruled over a town of researchers, a group of raksasha on the plane of air who were collecting chunks of earth to mine rare minerals, etc. Think big. You aren't tied down to a material plane, which means that things can be used without having to fit into an established world, so you can go wild.</p><p></p><p>General:</p><p></p><p>At the same time it needs to be believable. That's mostly presentation and Player expectations. Don't be silly, even if you think an idea is somewhat silly, approached the right way it won't come off that way (unless its way over the top). Even that fire gnome Fated factor who smokes a giant cigar won't come off as silly if you play him right. I know. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>And, let the players know that anything goes so they aren't caught offguard. Make sure they understand Planescape and what it entails. Give them lots of options in character creation, open up LA races and such so that they understand that these things will be normal. When they know they can play a fey'ri in "normal" society, then things start to come into focus, I think, even if they choose not to.</p><p></p><p>EDIT: You can check out my Story Hour, as well. I haven't updated in forever, though, thanks to being very very busy lately. Perhaps next month I'll have some time...</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 3193617, member: 12037"] On Sigil: Go for weird, exotic, and unexpected. Dress up the descriptions so that what might be normal is strange and foreign to the PCs. Think about how Planescape: Torment would have those odd magical items that worked like potions of healing or a magic lense and change the outward appearance so that they seemed new and interesting. NPCs are more important. Politics should play a prominent role; everyone has an agenda or works for someone with an agenda. Sometimes these are out in the open and sometimes they're hidden, but they're rarely simple. The PCs are going to need some kind of political goals to fit in well, but that doesn't necessarily mean "politics." They might want to deal in magical weapons, which means they might form an alliance with the Doomguard, which means they might have to perform some services in exchange for access to the armory. And when the Doomguard's enemies come calling, the PCs might find they need to help to secure their supplies. Places are strange. When the PCs visit a temple to Pelor, it might be a old, converted and concecrated, Set temple because they can't afford to build their own and land is scarce. Or it might be a shining example of Pelor, but the rest of the neighborhood burned down a week ago. Architecture varies, often from building to building depending on where you are in Sigil. On the Planes: I go for a Star Wars planet-like Planar feel. When the PC go somewhere on the Planes, then they'll probably see lots and lots of the same kind of terrain with lots of odd creatures making their way. So, go to the first layer of Ysgard during the winter, and they'll see lots and lots of snow, a frozen land with giant mountains as far as they eye can see. Go to Baator's first layer and they'll see broken wastes with exploding fireballs everywhere (I believe, been a while since I used Baator itself). Inhabitants and places are strange. I've used a warlord on Ysgard who was trained in war on Mount Celestia, a pair of axiomatic mindflayers who ruled over a town of researchers, a group of raksasha on the plane of air who were collecting chunks of earth to mine rare minerals, etc. Think big. You aren't tied down to a material plane, which means that things can be used without having to fit into an established world, so you can go wild. General: At the same time it needs to be believable. That's mostly presentation and Player expectations. Don't be silly, even if you think an idea is somewhat silly, approached the right way it won't come off that way (unless its way over the top). Even that fire gnome Fated factor who smokes a giant cigar won't come off as silly if you play him right. I know. ;) And, let the players know that anything goes so they aren't caught offguard. Make sure they understand Planescape and what it entails. Give them lots of options in character creation, open up LA races and such so that they understand that these things will be normal. When they know they can play a fey'ri in "normal" society, then things start to come into focus, I think, even if they choose not to. EDIT: You can check out my Story Hour, as well. I haven't updated in forever, though, thanks to being very very busy lately. Perhaps next month I'll have some time... [/QUOTE]
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