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Ideas for a planar campaign
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<blockquote data-quote="Malmuria" data-source="post: 8411605" data-attributes="member: 7030755"><p><a href="https://www.drivethrurpg.com/product/17269/Well-of-Worlds-Planescape-2e?it=1&filters=130_2150_45323_0_0" target="_blank">Well of Worlds</a> has a pretty good get-them-to-Sigil scenario. Basically the PCs go explore a classic wizard's tower, enter a portal, and end up in the nine hells, and from there can find a portal to sigil. Alternatively you can skip all that and just have them start in ye olde tavern, but a door in a random corridor leads to a tavern in Sigil. You'll sort of have to railroad them a bit to literally get them to go through the door, however.</p><p></p><p>I ran a planescape campaign where I used the main "antagonist" from <a href="https://www.drivethrurpg.com/product/17291/Tales-from-the-Infinite-Staircase-2e?filters=130_2150_45323_0_0" target="_blank">Tales from the Infinite Staircase</a>, which is a magical disease that was sapping creativity from random planar locations. The module never mentions an actual antagonist, but I decided the disease was probably emanating from the Grey Wastes (i.e. 2e shadowfell), trying to pull various places into it. The campaign was focused on finding a cure (which I decided would be a magical harp stuck somewhere in Arborea).</p><p></p><p>Planescape can be difficult to run based on the infinity-upon-infinity vastness of it. A lot of the modules end up being very linear (faction contact wants X item from Y plane; arrive at Y plane and deal with these four encounters one after another). It would seem to lend itself to high fantasy, but if 1st level PCs being the chosen ones to save a prime material world is already implausible, it just becomes a bit ridiculous when those PCs have to save the entire multiverse. As a result a plane hopping campaign can sort of become setting tourism, which is fine, but again can be very linear.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8411605, member: 7030755"] [URL='https://www.drivethrurpg.com/product/17269/Well-of-Worlds-Planescape-2e?it=1&filters=130_2150_45323_0_0']Well of Worlds[/URL] has a pretty good get-them-to-Sigil scenario. Basically the PCs go explore a classic wizard's tower, enter a portal, and end up in the nine hells, and from there can find a portal to sigil. Alternatively you can skip all that and just have them start in ye olde tavern, but a door in a random corridor leads to a tavern in Sigil. You'll sort of have to railroad them a bit to literally get them to go through the door, however. I ran a planescape campaign where I used the main "antagonist" from [URL='https://www.drivethrurpg.com/product/17291/Tales-from-the-Infinite-Staircase-2e?filters=130_2150_45323_0_0']Tales from the Infinite Staircase[/URL], which is a magical disease that was sapping creativity from random planar locations. The module never mentions an actual antagonist, but I decided the disease was probably emanating from the Grey Wastes (i.e. 2e shadowfell), trying to pull various places into it. The campaign was focused on finding a cure (which I decided would be a magical harp stuck somewhere in Arborea). Planescape can be difficult to run based on the infinity-upon-infinity vastness of it. A lot of the modules end up being very linear (faction contact wants X item from Y plane; arrive at Y plane and deal with these four encounters one after another). It would seem to lend itself to high fantasy, but if 1st level PCs being the chosen ones to save a prime material world is already implausible, it just becomes a bit ridiculous when those PCs have to save the entire multiverse. As a result a plane hopping campaign can sort of become setting tourism, which is fine, but again can be very linear. [/QUOTE]
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