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Does any one else miss Planescape?
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<blockquote data-quote="Zappo" data-source="post: 114769" data-attributes="member: 633"><p>People... of <em>course</em> Planescape changed a lot from the 1e cosmology. There's got to be a difference between something you use as a setting and something you just adventure in every now and then. That difference is what made it great.</p><p></p><p>And for the cant... I personally like it, but if you don't you can just trash it and the setting works perfectly all the same. Since I game in Italian, that's exactly what I've done, and nothing bad has happened.</p><p></p><p>And, uhm, saying that the MotP is enough to play Planescape is a bit like saying that reading PC Gamer is enough to get a degree in computer science. Sorry, but only someone who has never played a full Planescape campaign (as opposed to a Grayhawk campaign where the characters once went to the planes for a week) for a decent amount of time. The information in the MotP, while good for occasional planar adventuring, is not even close to being sufficient for a "setting".</p><p></p><p>I do hate the magical powers associated to factions, and I also don't really like the factions-as-PrCs thing. Come on, who is going to climb to 10th level in a PrC which may or may not be suited to your character? Either each PrC is good for all possible characters, or we'll have very strange faction distributions of characters. Again, it can work for occasional planar adventuring, where the factions are for NPCs that can be tailored to work well with that prestige class. But in a setting, where things are supposed to make sense, it won't work. IMC, if you join a faction you will not get "flashy" powers or disadvantages. They'll all be stuff like bonus feats, bonuses to this or that numerical value on your sheet, stuff like that.</p><p></p><p>Munchkin playground... oh, please! Quite the opposite in fact. If you try to hack your way through Planescape, you will die before getting to 2nd level. There's even a paragraph in the DM's Guide to the Planes that's called "mega monster bash" that tells explicitly that becoming really powerful to kick demon ass is not what the setting is about. Notice that there's a good amount of low and very low level adventures for PS.</p><p></p><p>BTW, in case some didn't notice, most if not all the factions are simply some of the most important philosophical positions of the present and past, taken to their extreme consequences. It's not that they were built around Law and Chaos, it's just that there are many philosophies that "tend" to those extremes. Yes, most reasonable people would not embrace any of them. No, most planewalkers are not reasonable people under Prime Material standards. It's once again the casual playing vs. setting thing. As long as you keep viewing Planescape as an expansion for [insert your favorite setting here], it will never make sense.</p><p></p><p>Planescape *had* problems. The faction flashy powers. The various bits not clearly explained, and the other bits that contradicted themselves. The cant in the rules parts - it should be kept to the flavor parts IMO. That's exactly the reason for which I hope that another company takes it and remakes it. If it is WW, which is specialized in roleplaying-heavy settings, so much better.</p></blockquote><p></p>
[QUOTE="Zappo, post: 114769, member: 633"] People... of [i]course[/i] Planescape changed a lot from the 1e cosmology. There's got to be a difference between something you use as a setting and something you just adventure in every now and then. That difference is what made it great. And for the cant... I personally like it, but if you don't you can just trash it and the setting works perfectly all the same. Since I game in Italian, that's exactly what I've done, and nothing bad has happened. And, uhm, saying that the MotP is enough to play Planescape is a bit like saying that reading PC Gamer is enough to get a degree in computer science. Sorry, but only someone who has never played a full Planescape campaign (as opposed to a Grayhawk campaign where the characters once went to the planes for a week) for a decent amount of time. The information in the MotP, while good for occasional planar adventuring, is not even close to being sufficient for a "setting". I do hate the magical powers associated to factions, and I also don't really like the factions-as-PrCs thing. Come on, who is going to climb to 10th level in a PrC which may or may not be suited to your character? Either each PrC is good for all possible characters, or we'll have very strange faction distributions of characters. Again, it can work for occasional planar adventuring, where the factions are for NPCs that can be tailored to work well with that prestige class. But in a setting, where things are supposed to make sense, it won't work. IMC, if you join a faction you will not get "flashy" powers or disadvantages. They'll all be stuff like bonus feats, bonuses to this or that numerical value on your sheet, stuff like that. Munchkin playground... oh, please! Quite the opposite in fact. If you try to hack your way through Planescape, you will die before getting to 2nd level. There's even a paragraph in the DM's Guide to the Planes that's called "mega monster bash" that tells explicitly that becoming really powerful to kick demon ass is not what the setting is about. Notice that there's a good amount of low and very low level adventures for PS. BTW, in case some didn't notice, most if not all the factions are simply some of the most important philosophical positions of the present and past, taken to their extreme consequences. It's not that they were built around Law and Chaos, it's just that there are many philosophies that "tend" to those extremes. Yes, most reasonable people would not embrace any of them. No, most planewalkers are not reasonable people under Prime Material standards. It's once again the casual playing vs. setting thing. As long as you keep viewing Planescape as an expansion for [insert your favorite setting here], it will never make sense. Planescape *had* problems. The faction flashy powers. The various bits not clearly explained, and the other bits that contradicted themselves. The cant in the rules parts - it should be kept to the flavor parts IMO. That's exactly the reason for which I hope that another company takes it and remakes it. If it is WW, which is specialized in roleplaying-heavy settings, so much better. [/QUOTE]
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