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That was the entire point/style of the PS line. Like Piratecat, I found reading Planescape "rules" a hell of a lot more fun and entertaining than slogging through the mind-numbing dribble in all of my 2e & 3.5 rulebooks. I found it really cool when I'm reading a monster's ecology and I'm being told about the creature first hand by a Planewalker or Greybeard. It's extremely boring to read my 3.5 monster manual entries.
I wonder if the use of cant bothers people because they are not familiar with the word and are unsure of its meaning? I can see that dislike if you have to look up the word to figure out what the hell the author is saying.
I got tired of dealing with that in my own PS game. So I made a "Planar PC Races" pdf consisting of the races & stats that I allow players to use in my campaign.
It helped out a lot for the most part. But I still occasionally had annoying players still ask me to allow some other random race (some D&D races, and once a WoW race). I guess 41 different races just isn't enough to choose from for some people.
As a British person, I can honestly say that I've never talked about rattling a body's bone box or slipping anyone the blinds, honest guvThere's that to some degree, though I never had that problem with PS cant. When it was used well, you could pretty much understand what was being said through context. Another problem with the cant I've seen comes from the perspective of British players; a good chunk of the cant comes from British slang and was probably chosen by the designers because it sounds unusual to an American audience (though that's a YMMV bit too because I recognized some terms like barmy and sod right from the start). But then a British player picks up the stuff and recognizes the cant in a way that was probably unintended by the writers, and the intended feel is then lost.
Really? "Bonebox" was the one bit of cant I found really unfamiliar. I certainly heard folks talk about "a body having to do such and such" and "slippin' 'im the blinds" was something a thief (a real one, not the class) might do. If there's an "oddity" about the cant it's that it takes a whole selection of rhyming slang and adds odd bits from other regions, which can sound a bit strange.As a British person, I can honestly say that I've never talked about rattling a body's bone box or slipping anyone the blinds, honest guv.
It's a lot ruder than that, actually, but it somehow became common currency in the early 20th century, I think, because "polite society" didn't know where it actually originated from. It's originally from cockney rhyming slang; it's short for "Berkshire hunt".The only word from the cant that didn't sound archaic and odd to me was "berk", meaning "idiot", which we might have called each other when I was at school in the 70s/80s.
Really? "Bonebox" was the one bit of cant I found really unfamiliar. I certainly heard folks talk about "a body having to do such and such" and "slippin' 'im the blinds" was something a thief (a real one, not the class) might do. If there's an "oddity" about the cant it's that it takes a whole selection of rhyming slang and adds odd bits from other regions, which can sound a bit strange.
It's a lot ruder than that, actually, but it somehow became common currency in the early 20th century, I think, because "polite society" didn't know where it actually originated from. It's originally from cockney rhyming slang; it's short for "Berkshire hunt".
I wonder if the use of cant bothers people because they are not familiar with the word and are unsure of its meaning?
I am Australian, not British, but have much the same experience.Another problem with the cant I've seen comes from the perspective of British players; a good chunk of the cant comes from British slang and was probably chosen by the designers because it sounds unusual to an American audience (though that's a YMMV bit too because I recognized some terms like barmy and sod right from the start). But then a British player picks up the stuff and recognizes the cant in a way that was probably unintended by the writers, and the intended feel is then lost.
100% this.I do not mind setting material. What personally bothers me is setting material that is not meant to be gamed with. The most interesting parts of any setting should be where it interfaces with the player characters. I do not want overwritten material that is unlikely to matter in actual play.
And as best I can tell from the productes I have, Planescape is especially egregious in this respect even by 2nd ed AD&D standards (though I have a few Ravenloft modules from the same general period that are also pretty bad).IThat being said there are definitely interesting parts of Planescape. They were just overwhelmed by the '90s era obsession with illusionism and metaplot.
I'd love to make a witty reply, but I've no lemon 'cos the trouble will be on the dog if I don't get this stuff ackled right smartly.LOL, sounds like you're a right rum cove, and no mistake!
Oh, yes, PlaneScape has more than its share of metaplot BS, but that's really an omnipresent hazard with pretty much anything '90s. I love some of the world concepts played with in early WoD, too (even though the system sucks), but unfortunately the authors couldn't help playing with it, either, leading to a load of ""cool"" (one set of quote marks just isn't enough, there) backstory and real, independent exploration wrecking claptrap. One of the best things about both OWoD and PlaneScape now is that they are no longer being "expanded", so I only need to excise the cruft once...And as best I can tell from the productes I have, Planescape is especially egregious in this respect even by 2nd ed AD&D standards (though I have a few Ravenloft modules from the same general period that are also pretty bad).
Well, the question is what sort of canon and assumptions we're going to see in 5E. The designers are clearly pulling back from 4E's attempt to rewrite the whole cosmology and shove the World Axis into everything. So there's a legitimate concern that this "pull-back" will result in Planescape (which certainly was rather intrusive in the late 2E era) filling the void.
I'm not overly concerned about that, myself. The impression I get is that the designers are not so much trying to roll back 4E's changes and revert to an earlier state, as they are trying to minimize the setting-specific material that will be in 5E, so you can easily adopt the World Axis or the Great Wheel or whatever floats your boat. The way they're handling deities for clerics is inspired, and I hope to see the same approach taken throughout the core material.
It's ok though. Planescape hate is never anything that a fan should get upset about. The reasons people give for hating it are always the same. Either the reasons are understandable: don't like the Blood War, don't like factions, don't like Sigil, don't like the cosmology, don't like the changes it made to fiends & angels. Or, the reasons are laughable: the art sucks (every setting & edition before PS had a lot of art that was way worse, but nobody complains about it), the cant sucks (you can still roleplay your Scottish Dwarf without using any cant).
In any case, it's not like any content has to invade your game if you don't want it to. Those examples are extremely easy to ignore or quickly change to what suits you. I'm not going to blame Greyhawk cause core includes Gnomes and I don't want Gnomes in my game. I'm going to pick and choose what I like from core regardless of what the publishers tell me is core. The core content is always going to change as long as they keep changing editions, and influence is going to come from everywhere. Nobody is forcing you to change with it.