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
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
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
D&D Older Editions, OSR, & D&D Variants
How would you re-envision Planescape with 4e?
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="Dausuul" data-source="post: 3971462" data-attributes="member: 58197"><p>I would reduce the "everybody hangs out here" aspect of the setting. I've always thought it was idiotic to have a setting where demons and angels would rub elbows. These are beings that are deeply and fundamentally opposed; if a balor runs into a solar, they aren't going to content themselves with just giving each other dirty looks. They'll draw their swords and charge one another, and to hell with the consequences.</p><p></p><p>IMO, you shouldn't run into powerful outsiders in Sigil, and even lesser outsiders should be unusual encounters. Instead, the emphasis should be on the human and quasi-human inhabitants of the city and their weird philosophies. I envision Sigil as an anarchic city ruled by warring gangs, each with its own turf and its own peculiar slant on the nature of existence. Travel from one part of the city to another will require dealing with each gang on your proposed route.</p><p></p><p>No more Lady of Pain; gods simply can't enter Sigil, and outsiders require a constant exertion of magic to maintain their presence, with more powerful outsiders requiring greater expenditures. (This might lead to some interesting plots, as demon lords and archdevils try to muster enough mystical power to send an army through the city.)</p><p></p><p>I would also play up the nature of Sigil as the City of Doors; a place where a door might lead anywhere, if you only know how to open it. Instead of the silly "crush a spider egg on your way through" tricks, I'd focus on knowing a secret, answering a riddle, or making some kind of personal offering. Doors should be central to the politics of the city--every power play, every gang war, every intrigue, should have a door at its heart.</p><p></p><p>At the same time, I'd remove access to spells like <em>plane shift</em> and <em>teleport</em>. Stuff like that defeats the point of having a City of Doors to begin with.</p><p></p><p>As far as the planes go... probably dismantle the Great Wheel but keep most of its component planes. Each plane would be accessible mainly through Sigil, reinforcing its status as the crossroads of existence. Otherwise, they'd be more or less as they are now.</p><p></p><p>Finally, I'd discard the silly-sounding argot of Sigil. That sort of thing is very hard to pull off, and I never felt Planescape succeeded. People in Sigil should talk like people anywhere else.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 3971462, member: 58197"] I would reduce the "everybody hangs out here" aspect of the setting. I've always thought it was idiotic to have a setting where demons and angels would rub elbows. These are beings that are deeply and fundamentally opposed; if a balor runs into a solar, they aren't going to content themselves with just giving each other dirty looks. They'll draw their swords and charge one another, and to hell with the consequences. IMO, you shouldn't run into powerful outsiders in Sigil, and even lesser outsiders should be unusual encounters. Instead, the emphasis should be on the human and quasi-human inhabitants of the city and their weird philosophies. I envision Sigil as an anarchic city ruled by warring gangs, each with its own turf and its own peculiar slant on the nature of existence. Travel from one part of the city to another will require dealing with each gang on your proposed route. No more Lady of Pain; gods simply can't enter Sigil, and outsiders require a constant exertion of magic to maintain their presence, with more powerful outsiders requiring greater expenditures. (This might lead to some interesting plots, as demon lords and archdevils try to muster enough mystical power to send an army through the city.) I would also play up the nature of Sigil as the City of Doors; a place where a door might lead anywhere, if you only know how to open it. Instead of the silly "crush a spider egg on your way through" tricks, I'd focus on knowing a secret, answering a riddle, or making some kind of personal offering. Doors should be central to the politics of the city--every power play, every gang war, every intrigue, should have a door at its heart. At the same time, I'd remove access to spells like [i]plane shift[/i] and [i]teleport[/i]. Stuff like that defeats the point of having a City of Doors to begin with. As far as the planes go... probably dismantle the Great Wheel but keep most of its component planes. Each plane would be accessible mainly through Sigil, reinforcing its status as the crossroads of existence. Otherwise, they'd be more or less as they are now. Finally, I'd discard the silly-sounding argot of Sigil. That sort of thing is very hard to pull off, and I never felt Planescape succeeded. People in Sigil should talk like people anywhere else. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How would you re-envision Planescape with 4e?
Top