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Planescape, 4e, and the problem of worlds without history
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<blockquote data-quote="wedgeski" data-source="post: 4633575" data-attributes="member: 16212"><p>I never got to play or DM Planescape, but as reading material, I love it. Beyond Countless Doorways was also one of my favourite Malhavoc products. Absolutely gorgeous. But I never liked the Great Wheel, and I hardly ever, ever ventured into the planes with any campaign that I've run, unless a published adventure called for it. The reason was pretty simple: I didn't think my narrative powers were up to it.</p><p></p><p>Now, that kind of thinking was a long time ago, probably around the time PS actually came out. I just spent much of the weekend with the 4E Manual of the Planes open in front of me, and it's made me reconsider this decision almost completely. There's something about the 4E cosmology... I can handle it without having to juggle it, I can fit the structure of the planes in my head in one go. I can actually imagine using it. Even the structure of the book reinforces this: here's some general stuff, here's the Feywild, the Shadowfell, the Astral Sea, the Elemental Chaos, here's Sigil, the City of Brass, oh and here are some monsters and a few new Paragon Paths. It all just *works*.</p><p></p><p>(If only the art had been just a *little* bit better.)</p><p></p><p>This is probably more about how much I've changed than the game itself, but IMO the newest MotP is a gem of a book, and I've come away from it with more campaign ideas than I know what to do with.</p></blockquote><p></p>
[QUOTE="wedgeski, post: 4633575, member: 16212"] I never got to play or DM Planescape, but as reading material, I love it. Beyond Countless Doorways was also one of my favourite Malhavoc products. Absolutely gorgeous. But I never liked the Great Wheel, and I hardly ever, ever ventured into the planes with any campaign that I've run, unless a published adventure called for it. The reason was pretty simple: I didn't think my narrative powers were up to it. Now, that kind of thinking was a long time ago, probably around the time PS actually came out. I just spent much of the weekend with the 4E Manual of the Planes open in front of me, and it's made me reconsider this decision almost completely. There's something about the 4E cosmology... I can handle it without having to juggle it, I can fit the structure of the planes in my head in one go. I can actually imagine using it. Even the structure of the book reinforces this: here's some general stuff, here's the Feywild, the Shadowfell, the Astral Sea, the Elemental Chaos, here's Sigil, the City of Brass, oh and here are some monsters and a few new Paragon Paths. It all just *works*. (If only the art had been just a *little* bit better.) This is probably more about how much I've changed than the game itself, but IMO the newest MotP is a gem of a book, and I've come away from it with more campaign ideas than I know what to do with. [/QUOTE]
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