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Newbie to Sigil seeks DMing advice
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<blockquote data-quote="ThirdWizard" data-source="post: 5528074" data-attributes="member: 12037"><p>I would say run original Sigil, none of that post Faction War stuff. You should then tie everybody to a Planescape specific group, or at least as much as you think your players (and you!) can keep up with. Making the courier a member of the Bleak Cabal, for example, could mean a trip to the Asylum, gives him a more grim outlook on his job, and makes his commitment to a mistress and bastard son more of a plot twist.</p><p></p><p>If you make the ones who hired them a Faction, then you can have all kinds of reasons why they might want it back. Maybe the key belongs to the Society of Sensation and the location is a beautiful landscape with magic regenerative properties. It could have belonged to the Fraternity of Order, who are collecting keys to various places in an effort to unravel the mysteries about creating their own portals. If it belonged to the Fated, they might just want it back because it was <em>theirs</em>!</p><p></p><p>Plus, working with a Faction will push the PCs into more intrigue. If they're working for the Harmonium, the Free League won't be too happy to talk to them. If the courier was a Free Leaguer, then they're going to have to navigate some serious intrigue. If the PCs were hired by the Free League, maybe a hard-nosed portion of the Harmonium "confiscated" it for the city's own "protection." And so on and so forth. Now the PCs have to deal with that.</p><p></p><p>As for how to get them out of Sigil once they're there, I have that problem too. Once you glimpse the greater world around you, how do you go back? Your best bet is to make it dangerous, unpredictable (to a degree), and generally unaccommodating. Yeah, they can get what they need there, and maybe they'll go back in the future, but <em>living there?</em> Those people are <em>crazy!</em></p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 5528074, member: 12037"] I would say run original Sigil, none of that post Faction War stuff. You should then tie everybody to a Planescape specific group, or at least as much as you think your players (and you!) can keep up with. Making the courier a member of the Bleak Cabal, for example, could mean a trip to the Asylum, gives him a more grim outlook on his job, and makes his commitment to a mistress and bastard son more of a plot twist. If you make the ones who hired them a Faction, then you can have all kinds of reasons why they might want it back. Maybe the key belongs to the Society of Sensation and the location is a beautiful landscape with magic regenerative properties. It could have belonged to the Fraternity of Order, who are collecting keys to various places in an effort to unravel the mysteries about creating their own portals. If it belonged to the Fated, they might just want it back because it was [i]theirs[/i]! Plus, working with a Faction will push the PCs into more intrigue. If they're working for the Harmonium, the Free League won't be too happy to talk to them. If the courier was a Free Leaguer, then they're going to have to navigate some serious intrigue. If the PCs were hired by the Free League, maybe a hard-nosed portion of the Harmonium "confiscated" it for the city's own "protection." And so on and so forth. Now the PCs have to deal with that. As for how to get them out of Sigil once they're there, I have that problem too. Once you glimpse the greater world around you, how do you go back? Your best bet is to make it dangerous, unpredictable (to a degree), and generally unaccommodating. Yeah, they can get what they need there, and maybe they'll go back in the future, but [i]living there?[/i] Those people are [i]crazy![/i] [/QUOTE]
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