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Need help from Planescape Fans Re: The Setting
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<blockquote data-quote="Jupp" data-source="post: 1818882" data-attributes="member: 20804"><p>I think Tyler Do'Urden gave you the most important tip when running a PS campaign:</p><p></p><p>"Not all encounters have to end in bloodshed- for most encounters, there should be an alternative.</p><p></p><p>The Planescape setting is more about intrigue and philosophy than hack and slash. Diplomatic maneuvers, arguements about belief (and twists of logic), riddles, and roleplaying are all much more central to Planescape than they are to other settings."</p><p></p><p>That said, it is not very hard at all to have 1st level players in a PS campaign. In fact, the PS setting is so diverse that it really shouldn't be a problem to create an interesting campaign/adventure for low level players. But the DM will probably have to prepare better for his game sessions than it would be the case for standard D&D settings like FR or Greyhawk. That's mainly because PS gives the players so much choices that the DM can run into a wall pretty fast if he is not prepared.</p><p></p><p>Perhaps to give the players some preparing time you could put the first adventure into a standard world like FR or Greyhawk and then transfer them to Sigil once they reach level 2 or 3. But while they go for level 2 or 3 in the standard world you could hand them out tidbits and some obscure knowledge about Planescape or Sigil and see how they react to it. Throwing the players into the PS setting without warning could be a bit harsh if they never played this kind of thing before because or if they are the from the kill-first-ask-later faction. Then this could be a very short trip to the multiverse <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Generally I am a big fan of Planescape because it is pretty different to the other world setting that were released by TSR and it encourages actual roleplaying and thinking more than other settings.</p><p></p><p>For the module and accessories I would recommend things like:</p><p>- Planescape Campaign setting (obviously)</p><p>- Uncaged - Faces of Sigil</p><p>- Guide to the Cage</p><p>- Tales from the Infinite Staircase</p><p>- Factols Manifesto</p><p>- Planes of Law</p><p>- Planes of Chaos</p><p>- Blood War (with caution)</p><p></p><p>Some very nice adventures are (if you like pre-made campaigns)</p><p></p><p>- Dead Gods</p><p>- The Great Modron March</p><p>- Tales from the Infinite Staircase</p><p>- Eternal Boundaries</p><p>(all above are available at svgames as pdf)</p><p></p><p></p><p>I would go for the pre-Faction War time when playing a PS setting, especially when you play in Sigil. Later if you want you can still implement the Faction War/Blood War to give the players a big change in the setting. Also "Die Vecna Die" is an option but I wouldnt build that in too early because it is the start of a series of changes in the setting.</p><p></p><p>Happy Planescapin' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>my 0.2 cents</p><p>Jupp</p></blockquote><p></p>
[QUOTE="Jupp, post: 1818882, member: 20804"] I think Tyler Do'Urden gave you the most important tip when running a PS campaign: "Not all encounters have to end in bloodshed- for most encounters, there should be an alternative. The Planescape setting is more about intrigue and philosophy than hack and slash. Diplomatic maneuvers, arguements about belief (and twists of logic), riddles, and roleplaying are all much more central to Planescape than they are to other settings." That said, it is not very hard at all to have 1st level players in a PS campaign. In fact, the PS setting is so diverse that it really shouldn't be a problem to create an interesting campaign/adventure for low level players. But the DM will probably have to prepare better for his game sessions than it would be the case for standard D&D settings like FR or Greyhawk. That's mainly because PS gives the players so much choices that the DM can run into a wall pretty fast if he is not prepared. Perhaps to give the players some preparing time you could put the first adventure into a standard world like FR or Greyhawk and then transfer them to Sigil once they reach level 2 or 3. But while they go for level 2 or 3 in the standard world you could hand them out tidbits and some obscure knowledge about Planescape or Sigil and see how they react to it. Throwing the players into the PS setting without warning could be a bit harsh if they never played this kind of thing before because or if they are the from the kill-first-ask-later faction. Then this could be a very short trip to the multiverse ;) Generally I am a big fan of Planescape because it is pretty different to the other world setting that were released by TSR and it encourages actual roleplaying and thinking more than other settings. For the module and accessories I would recommend things like: - Planescape Campaign setting (obviously) - Uncaged - Faces of Sigil - Guide to the Cage - Tales from the Infinite Staircase - Factols Manifesto - Planes of Law - Planes of Chaos - Blood War (with caution) Some very nice adventures are (if you like pre-made campaigns) - Dead Gods - The Great Modron March - Tales from the Infinite Staircase - Eternal Boundaries (all above are available at svgames as pdf) I would go for the pre-Faction War time when playing a PS setting, especially when you play in Sigil. Later if you want you can still implement the Faction War/Blood War to give the players a big change in the setting. Also "Die Vecna Die" is an option but I wouldnt build that in too early because it is the start of a series of changes in the setting. Happy Planescapin' :) my 0.2 cents Jupp [/QUOTE]
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