I'm A Banana
Potassium-Rich
Well, as for the blood war, it's really a matter of the focus of Planescape itself.
In general, the setting encouraged a Law vs. Chaos dichotomy a lot more strongly than the traditional good vs. evil. I'm not sure exactly *why*, but it did.
The Blood War makes thematic sense from that perspective -- Law vs. Chaos. Also, it represents the ultimate vacuum that EVIL is supposed to be. Evil is self-destructive, in the end.
Of course, there's the stuff about Celestials actually *starting* the war......and it's a lot easier to reach something only "nextdoor" than something that's supposed to be a lot more powerful than you that's an eternity away, through enemy lands.
It also makes the Heavans a place of peace and life. If they were being beseiged by EVIL every day, it might not be so peaceful. So the siege of evil is, of course, in the evil planes, which are all about war and suffering. Perhaps it's a bit of 80's and 90's tree-huggin' hippie-ism infused in the setting, but there ya go.
It also held up a big maxim of Planescape: thigs are never as you expect them to be. Sure, the armies of the Abyss *should* be marshalling agianst the forces of law and good, but then PS twists things.
The Blood War, finally, isn't *all* the fiends are concerned with. By twisting things around (which the setting encourages a lot), my current PS campaign has the Blood War as only a front, a false thing that those in control of the "armies" use as a weeding ground for the ones who are to go for the true battle to the heavans. After all, why send an entire army to the slaughter and possible redemption when you can send just one guy who's got all the power of the army wrapped up in his little finger. The blood war isn't about extermination. It's about finding out who is the best for the TRUE battle.
Oh, and in the new edition (both in the plans by the Planewalker people and in the DRAGON article), not every faction member gains powers. Only those who take the PrC, or the Feat, or whatever, gain power related to their faction. So you can be a member of a faction with nothing, mechanically, to seperate you, and if you totally removed faction abilities, it wouldn't hurt your game at all.
Munchkin playground I'm not so sure about. Sure, it could be...but there were a lot of things actively discouraging it, from the focus on beleif and city-campaigning (when all traveling is done with one step through a doorway, there's not much that has to be done), to reflections on the tone and style of the setting.
It could be a munchkin playground, for sure. But it was geared so that it wasn't. Which, of course, leads to complaints about 1st-level characters surviving in Hell, but that's more a stylistic choice than a fault with the setting itself.
In general, the setting encouraged a Law vs. Chaos dichotomy a lot more strongly than the traditional good vs. evil. I'm not sure exactly *why*, but it did.
The Blood War makes thematic sense from that perspective -- Law vs. Chaos. Also, it represents the ultimate vacuum that EVIL is supposed to be. Evil is self-destructive, in the end.
Of course, there's the stuff about Celestials actually *starting* the war......and it's a lot easier to reach something only "nextdoor" than something that's supposed to be a lot more powerful than you that's an eternity away, through enemy lands.
It also makes the Heavans a place of peace and life. If they were being beseiged by EVIL every day, it might not be so peaceful. So the siege of evil is, of course, in the evil planes, which are all about war and suffering. Perhaps it's a bit of 80's and 90's tree-huggin' hippie-ism infused in the setting, but there ya go.

It also held up a big maxim of Planescape: thigs are never as you expect them to be. Sure, the armies of the Abyss *should* be marshalling agianst the forces of law and good, but then PS twists things.
The Blood War, finally, isn't *all* the fiends are concerned with. By twisting things around (which the setting encourages a lot), my current PS campaign has the Blood War as only a front, a false thing that those in control of the "armies" use as a weeding ground for the ones who are to go for the true battle to the heavans. After all, why send an entire army to the slaughter and possible redemption when you can send just one guy who's got all the power of the army wrapped up in his little finger. The blood war isn't about extermination. It's about finding out who is the best for the TRUE battle.
Oh, and in the new edition (both in the plans by the Planewalker people and in the DRAGON article), not every faction member gains powers. Only those who take the PrC, or the Feat, or whatever, gain power related to their faction. So you can be a member of a faction with nothing, mechanically, to seperate you, and if you totally removed faction abilities, it wouldn't hurt your game at all.
Munchkin playground I'm not so sure about. Sure, it could be...but there were a lot of things actively discouraging it, from the focus on beleif and city-campaigning (when all traveling is done with one step through a doorway, there's not much that has to be done), to reflections on the tone and style of the setting.
It could be a munchkin playground, for sure. But it was geared so that it wasn't. Which, of course, leads to complaints about 1st-level characters surviving in Hell, but that's more a stylistic choice than a fault with the setting itself.