Jürgen Hubert
First Post
I'm thinking of maybe running a Planescape campaign one day - one where (at least initially) all the PCs are Primes from a small town in the Material Plane.
They start out as fairly ordinary 1st-level adventurers who lived in that town for all their lives. Then there is some sort of crisis or other reason why some people from this town need to explore some part of the planes. Then some locals remember that there is some sort of Mysterious Portal (TM), which leads to a relatively safe place (like one of the nicer parts of the Outlands), and from there to Sigil. Now they need to learn how to survive in this strange new environment and discover the rules of living there without getting killed by their ignorance.
Now, what kind of reason might there be for a couple of green primes to go off to the big, bad Outer Planes? That's where I still have some trouble...
Some guidelines:
- Solving the problem should involve traveling to a large number of exotic planar locations. Hey, this is Planescape, right?
- The problem should some time to solve, with some periods in between where they can do little other than wait. I don't want them to treat the Outer Planes as something they need to visit, and then hurry out again as fast as possible - they need to truly live there, and gain some appreciation of it. Once the initial problem is gone, they should have made enough friends and enemies in both Sigil and beyond to last for many more adventures...
- At least initially, the problem shouldn't be under too much time pressure. I don't want them to hurry from one place to the next - they should have some time to stop and see the sights.
- Above all, I don't want them to be cut off permanently from their home, which would make the Outer Planes simply Ravenloft with more colorful scenery. They should rest assured that they can go back and visit home at any time, and thus feel less pressure to "escape" their current surroundings (this doesn't mean that their home can't suffer if they make the wrong enemies, though...).
They start out as fairly ordinary 1st-level adventurers who lived in that town for all their lives. Then there is some sort of crisis or other reason why some people from this town need to explore some part of the planes. Then some locals remember that there is some sort of Mysterious Portal (TM), which leads to a relatively safe place (like one of the nicer parts of the Outlands), and from there to Sigil. Now they need to learn how to survive in this strange new environment and discover the rules of living there without getting killed by their ignorance.
Now, what kind of reason might there be for a couple of green primes to go off to the big, bad Outer Planes? That's where I still have some trouble...
Some guidelines:
- Solving the problem should involve traveling to a large number of exotic planar locations. Hey, this is Planescape, right?
- The problem should some time to solve, with some periods in between where they can do little other than wait. I don't want them to treat the Outer Planes as something they need to visit, and then hurry out again as fast as possible - they need to truly live there, and gain some appreciation of it. Once the initial problem is gone, they should have made enough friends and enemies in both Sigil and beyond to last for many more adventures...
- At least initially, the problem shouldn't be under too much time pressure. I don't want them to hurry from one place to the next - they should have some time to stop and see the sights.
- Above all, I don't want them to be cut off permanently from their home, which would make the Outer Planes simply Ravenloft with more colorful scenery. They should rest assured that they can go back and visit home at any time, and thus feel less pressure to "escape" their current surroundings (this doesn't mean that their home can't suffer if they make the wrong enemies, though...).