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<blockquote data-quote="Malmuria" data-source="post: 8618937" data-attributes="member: 7030755"><p>Sigil was probably the best and most realized part of Planescape in my opinion, and between <em>In The Cage</em>, <em>The Factol's Manifesto</em>, and my favorite, <em>Uncaged</em>, you had a lot of material to run a very weird urban campaign. I think <em>Planescape Torment</em> was brilliant in pulling this off in a crpg context; most of that game takes place within sigil and involves meeting all these crazy characters. </p><p></p><p>The factions, ultimately, are the part of Sigil that don't quite make sense. Their philosophies are juvenile, in some cases too overlapping, and don't lend themselves to interesting conflicts. Plus, it's odd that the outer planes are all about various deities and alignment-based conflict, and the factions don't correspond to that. When I ran a PS game in 5e I reduced the number of factions to 5 just to make it a bit more coherent. I'm not sure PS fans really love the factions; I've seen them criticized a lot along these lines on various boards over the years. </p><p></p><p>In terms of the outer planes, as I mention above, the problem is that they are infinite. The PS boxed sets and 3e manual of the planes take the approach of trying to be comprehensive about them. Rereading that material a few years ago, it was clear that this didn't always work. There were lots of good ideas there and text was evocative, but it also reduced the infinity of the planes into monotone environments with a few described locales (many of which were, for whatever reason, oddly mundane. One of the boxed sets devotes a significant amount of space to describing what adventuring gear you can pick up in mt. celestia or wherever, which seems like the wrong thing to focus on). Also all of the planes have differing numbers of layers, and you can tell the writers both in PS and 3e struggled with making the planes with more layers fit in the same amount of space as those with fewer.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8618937, member: 7030755"] Sigil was probably the best and most realized part of Planescape in my opinion, and between [I]In The Cage[/I], [I]The Factol's Manifesto[/I], and my favorite, [I]Uncaged[/I], you had a lot of material to run a very weird urban campaign. I think [I]Planescape Torment[/I] was brilliant in pulling this off in a crpg context; most of that game takes place within sigil and involves meeting all these crazy characters. The factions, ultimately, are the part of Sigil that don't quite make sense. Their philosophies are juvenile, in some cases too overlapping, and don't lend themselves to interesting conflicts. Plus, it's odd that the outer planes are all about various deities and alignment-based conflict, and the factions don't correspond to that. When I ran a PS game in 5e I reduced the number of factions to 5 just to make it a bit more coherent. I'm not sure PS fans really love the factions; I've seen them criticized a lot along these lines on various boards over the years. In terms of the outer planes, as I mention above, the problem is that they are infinite. The PS boxed sets and 3e manual of the planes take the approach of trying to be comprehensive about them. Rereading that material a few years ago, it was clear that this didn't always work. There were lots of good ideas there and text was evocative, but it also reduced the infinity of the planes into monotone environments with a few described locales (many of which were, for whatever reason, oddly mundane. One of the boxed sets devotes a significant amount of space to describing what adventuring gear you can pick up in mt. celestia or wherever, which seems like the wrong thing to focus on). Also all of the planes have differing numbers of layers, and you can tell the writers both in PS and 3e struggled with making the planes with more layers fit in the same amount of space as those with fewer. [/QUOTE]
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