Is Faction War a good adventure?

Monte At Home said:
You know, if you like the adventure but don't like the resolution (and I can understand that), it wouldn't be that hard to change the end so that not all the factions are kicked out and changed.

Yeah, most of the people who say they hate this adventure talk only about the aftermath. It's not as if that was hard to change. There's even a section in the aftermath that talks about alternative options if you don't like it as written.

If you like the adventure but not the ending, change the ending I say ! :)
 

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Its basic plotline is great, but at least IMC I had to make heavy alterations. Some parts, like the whole Yggdrasil thing, just didn't fit my group of players' style and/or alignment.
 

Thanks for the answers and thanks for the link on the info with the Factions. So it seems that the adventure is good except for the ending. It may change the entire system of Sigil, but fortunately me, I will be starting a new campaign, so it doesn't particularily matter if it is changed. Besides, I rather like the idea of watching it fall apart and having the group work on picking up the pieces. However, I'm not really sure how to do that, though part of the reason may be because I haven't read enough of the adventure. It's a pity no sequals or whatever were made to this adventure. They could have been very helpful, though if anyone has suggestions on how to make picking up the pieces fun/interesting, I sure could use them. :) Thanks!
 

I hate adventures that drastically alter the assumptions about my campaign world in all future products. That's one reason I despise a lot of 2e stuff- the game metaplot destroys a lot of the funnest part of dming (at least to me).

That said, I've never played or run a PS game, nor have I read Faction War. I have heard many PS'ers deride it, though.

As an aside- Monte, any chance that you could tell us anything about what would have happened next?? ;)
 

A pity we the community couldn't finish/extend the post-Faction-War Planescape.
Or someone create the sourcebook (like Malhavoc's If Thoughts Could Kill did for psionics.) It doesn't seem fair that WOTC can sit on the copyright and let the
campaign die out...
 

devilish said:
A pity we the community couldn't finish/extend the post-Faction-War Planescape.
Or someone create the sourcebook (like Malhavoc's If Thoughts Could Kill did for psionics.) It doesn't seem fair that WOTC can sit on the copyright and let the
campaign die out...

From what I understand, Planewalker.com's 3rd Edition Planescape setting takes things in the direction they were intended to go in. It's aftermath of the Faction War makes sense, and restores the setting back in a lot of ways, but doesn't pretend that the events of that module never happened, and that's a free download (and their rules materials for planar adventuring are pretty good even if you ignore the metaplot).

Also, SSS licensed to Ravenloft and Soveriegn Press licensed Dragonlance, so presumably some 3rd Party company could buy the Planescape license and return it to production, although from what I have been told, WotC has some pretty steep demands on what it wants for the license to Planescape, so no d20 company has tried yet.
 

Faction War is a good adventure but it should be run as the culmination of a long Planescape campaign, not the start. It requires the players and characters to be familiar with the kriegstanz, the factions and their machinations. It ties together a lot of foreshadowed threads from other products. If you haven't played Planescape before, a lot of that will be lost on you.

For a start I would recommend The Great Modron March followed by Dead Gods. That should keep you busy for...oh, about 4 years or so. :lol:

If you want material for the post-Faction War converted to 3E, check out Planewalker.com, it's all there.
 

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