Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Forked Thread: Describing a setting in 12 bullet points
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="wingsandsword" data-source="post: 4853669" data-attributes="member: 14159"><p>How I would list Planescape in this fashion:</p><p></p><p>1. The Great Wheel. Planescape is the "Great Wheel" Cosmology of the 1e and 2e Core books and 1e and 3e Manual of the Planes fleshed out into an entire setting instead of just being a place for high-level side quests.</p><p></p><p>2. Powers. Also known as Gods/Goddesses, they are all out here, pretty much all the fantasy and mythological deities are present, and they are pretty close. A divine realm could be right down the road. Their followers, servants, and offspring are everywhere. </p><p></p><p>3. Sigil. The City of Doors, at the center of the multiverse, accessible only by portal, where pretty much everyone from everywhere can meet in relative neutrality, ruled over by the nigh-omnipotent Lady of Pain and administered by Factions. No Gods Allowed. </p><p></p><p>4. Factions. Large societies devoted to a philosophy or ideal: Law, Knowledge, Death, Entropy, Self-Reliance, Intuition, Reincarnation, Chaos, Sensation, Atheism, Nihilism, Anarchy, Independence, ect. they are the major political bodies of the Planes, and they provide most of the civil services in Sigil.</p><p></p><p>5. Belief is Power. On the Outer Planes, belief creates reality. Get enough people believing something strongly enough and it can become true, at least locally. </p><p></p><p>6. Portals. You can go anywhere, if you have the right key. Portals connect the various planes with each other and Sigil. </p><p></p><p>7. The Lady of Pain. Nigh-omnipotent, reclusive, enigmatic, and wrathful woman clad in robes with her head covered in a crown of blades. She rules Sigil, and her greatest laws are that Powers can't enter and she not be worshiped as a deity herself. Those that defy her are banished to The Mazes or just plain flayed.</p><p></p><p>8. Law & Chaos. The Ethical axis of alignment is just as important as good vs. evil, maybe even moreso. The Blood War pits fiends against each other in titanic conflicts, chaotic factions face off against lawful ones regularly in political as well as more overt clashes.</p><p></p><p>9. Unlikely allies, unlikely adversaries. It's possible for PC's to have allies that are fiends, and antagonists that are celestials. Seeing a Devil and an Archon drinking together in a tavern in Sigil isn't unheard of, and having a Harmonium Paladin as a persistent pain-in-the-neck to the PCs is quite plausible.</p><p></p><p>10. Philosophy and Exploration. The setting is a lot more than dungeon crawls and linear adventures. Exploration of the planes, exploration of yourself, and exploration of what is reality is a big deal.</p><p></p><p>11. Patterns and Cycles. The multiverse has odd cycles and patterns, that are oddly predictable (and in some ways oddly unpredictable). Things happen in threes, things happen in cycles, but then there is the odd flicker of chaos in order, or surreal order in chaos.</p><p></p><p>12. Crossovers and Kitchen Sink. Since the Planes are shared by most D&D worlds, it's possible for pretty much anything from any D&D book to show up eventually, even if it's rare. Very few things just plain don't fit at all.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 4853669, member: 14159"] How I would list Planescape in this fashion: 1. The Great Wheel. Planescape is the "Great Wheel" Cosmology of the 1e and 2e Core books and 1e and 3e Manual of the Planes fleshed out into an entire setting instead of just being a place for high-level side quests. 2. Powers. Also known as Gods/Goddesses, they are all out here, pretty much all the fantasy and mythological deities are present, and they are pretty close. A divine realm could be right down the road. Their followers, servants, and offspring are everywhere. 3. Sigil. The City of Doors, at the center of the multiverse, accessible only by portal, where pretty much everyone from everywhere can meet in relative neutrality, ruled over by the nigh-omnipotent Lady of Pain and administered by Factions. No Gods Allowed. 4. Factions. Large societies devoted to a philosophy or ideal: Law, Knowledge, Death, Entropy, Self-Reliance, Intuition, Reincarnation, Chaos, Sensation, Atheism, Nihilism, Anarchy, Independence, ect. they are the major political bodies of the Planes, and they provide most of the civil services in Sigil. 5. Belief is Power. On the Outer Planes, belief creates reality. Get enough people believing something strongly enough and it can become true, at least locally. 6. Portals. You can go anywhere, if you have the right key. Portals connect the various planes with each other and Sigil. 7. The Lady of Pain. Nigh-omnipotent, reclusive, enigmatic, and wrathful woman clad in robes with her head covered in a crown of blades. She rules Sigil, and her greatest laws are that Powers can't enter and she not be worshiped as a deity herself. Those that defy her are banished to The Mazes or just plain flayed. 8. Law & Chaos. The Ethical axis of alignment is just as important as good vs. evil, maybe even moreso. The Blood War pits fiends against each other in titanic conflicts, chaotic factions face off against lawful ones regularly in political as well as more overt clashes. 9. Unlikely allies, unlikely adversaries. It's possible for PC's to have allies that are fiends, and antagonists that are celestials. Seeing a Devil and an Archon drinking together in a tavern in Sigil isn't unheard of, and having a Harmonium Paladin as a persistent pain-in-the-neck to the PCs is quite plausible. 10. Philosophy and Exploration. The setting is a lot more than dungeon crawls and linear adventures. Exploration of the planes, exploration of yourself, and exploration of what is reality is a big deal. 11. Patterns and Cycles. The multiverse has odd cycles and patterns, that are oddly predictable (and in some ways oddly unpredictable). Things happen in threes, things happen in cycles, but then there is the odd flicker of chaos in order, or surreal order in chaos. 12. Crossovers and Kitchen Sink. Since the Planes are shared by most D&D worlds, it's possible for pretty much anything from any D&D book to show up eventually, even if it's rare. Very few things just plain don't fit at all. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Forked Thread: Describing a setting in 12 bullet points
Top