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How would you re-envision Planescape with 4e?
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<blockquote data-quote="Kobold Avenger" data-source="post: 3970342" data-attributes="member: 779"><p>Take some of the changes I like, throw out the rest, and put some of my own things in. </p><p></p><p>But with Planescape I would emphasize the philosophical nature of the campaign setting. </p><p></p><p>Meta-plot wise I'd pick up right from where Faction War left off, the factions are still officially banned from Sigil by the Lady of Pain, but they're back in a sort of incognito way. Except that they're competing against many new groups and planar sects (Planes Militant, Ring-Givers, etc.) and the guilds. Play up on this situation so that there's many possibilities for a political game.</p><p></p><p>Bring back monsters that haven't been brought back yet, even reconceptualizing ones that didn't quite work the first time. Modrons though are fine as they've always been IMO. Though Guardinals and Rilmani could use some revisions, as they weren't too fleshed out to begin with.</p><p></p><p>I'd make Guardinals into Shamanistic Guardian Spirits, and less anthro. Maybe even group Shedu, Lamassu and Buraq into that group. For Rilmani I'd make them into a race of ancient humans altered by alchemy, who plot against all the major powers.</p><p></p><p>Also offer many suggestions on the ancient history of the planes, and nature of beliefs, myths and other archetypes.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 3970342, member: 779"] Take some of the changes I like, throw out the rest, and put some of my own things in. But with Planescape I would emphasize the philosophical nature of the campaign setting. Meta-plot wise I'd pick up right from where Faction War left off, the factions are still officially banned from Sigil by the Lady of Pain, but they're back in a sort of incognito way. Except that they're competing against many new groups and planar sects (Planes Militant, Ring-Givers, etc.) and the guilds. Play up on this situation so that there's many possibilities for a political game. Bring back monsters that haven't been brought back yet, even reconceptualizing ones that didn't quite work the first time. Modrons though are fine as they've always been IMO. Though Guardinals and Rilmani could use some revisions, as they weren't too fleshed out to begin with. I'd make Guardinals into Shamanistic Guardian Spirits, and less anthro. Maybe even group Shedu, Lamassu and Buraq into that group. For Rilmani I'd make them into a race of ancient humans altered by alchemy, who plot against all the major powers. Also offer many suggestions on the ancient history of the planes, and nature of beliefs, myths and other archetypes. [/QUOTE]
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How would you re-envision Planescape with 4e?
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